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chat icon Making the NLA useful

env

Posted: Mon Aug 02, 2004 3:49 pm
Joined: 17 Oct 2002
Posts: 56
Great, Harkyman! Can wait for it.

Quote:
If you can hook me up with some clones anyway, though, I'd appreciate it.


I'm not a native English speaker, so what does this mean?

Env
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theeth

Posted: Mon Aug 02, 2004 4:02 pm
Joined: 16 Oct 2002
Posts: 1177
env wrote:
Quote:
If you can hook me up with some clones anyway, though, I'd appreciate it.


I'm not a native English speaker, so what does this mean?

He's saying he'd like you to get the Harkyman's Clone (tm) business going Wink

Martin
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oin

Posted: Mon Aug 02, 2004 9:31 pm
Joined: 02 Apr 2004
Posts: 161
Amazing, Harkyman.

Congratulations. Smile

Blender will give a giant jump with it.
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harkyman

Posted: Tue Aug 03, 2004 3:15 am
Joined: 18 Oct 2002
Posts: 271
reposted from the appropriate thread at elYsiun:

pinBone success!

The feature works, at a basic level. I noticed a couple of unexpected behaviors that I have to track down, but let me tell you it's cool.

I'm not going to make an anim yet, because of the the small glitches, but here's what I did tonight:

1. made a walkcycle action.
2. made an action in which my character jumps from one (imaginary) platform to another, ending the action several units above and to the left of where it started.
3. Added into NLA: jump action, walk action, jump action, using pinBone on the left foot, then the right foot.
4. The resulting animation... oh hell. Here's what happens (click the image to see a brief animation):



That's right - the positioning of the armature picks up where the last one left off, at least in reference to the pinned bone. Remember- each action was designed individually, with no regard for armature positioning.

Yes, I know that the walkcycle's crap, and that the hands go weird at the end, but all in all, I'm a happy guy tonight.
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oin

Posted: Tue Aug 03, 2004 10:57 am
Joined: 02 Apr 2004
Posts: 161
Hey. I'd like to know certain detail..(maybe you already said it, but perhaps is my language barrier problem)

So, it means it can then, in a walk cycle, fix a bone to the floor, move the character picking the root bone, and the foot will stay glued at same point ?
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Monkeyboi

Posted: Tue Aug 03, 2004 11:20 am
Joined: 26 Nov 2002
Posts: 543
Wicked!!

But, how do you set the pinned bone in the UI? And is it possible to change which bone is pinned over time, for example per each Action Strip in the NLA?
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harkyman

Posted: Tue Aug 03, 2004 11:55 am
Joined: 18 Oct 2002
Posts: 271
There's a new widget in the NLA info panel, where you put in the name of the bone you want to pin against. You can set a different bone (or not) for each different NLA strip.

oin: this is not a "world space pinning" feature. This is for easily aligning the animation between different NLA strips.
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jesterKing

Posted: Tue Aug 03, 2004 11:57 am
Joined: 18 Oct 2002
Posts: 1851
Any chance to see a .diff for the code? I'd be very interested to look into it. Anyway, the avi looks great.

/jesterKing
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birras

Posted: Wed Aug 04, 2004 5:00 pm
Joined: 18 Oct 2003
Posts: 40
Very Happy good news
oh yeah,btw...ideal would be to have some ipo-curves to adjust the blending of actions really fine,when needed ....but thats another story

about the clones: please make your choices:
Health: <0.00>
Intellect<0.00>
Coward<0.00>
Wealth <0.00>
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JA-forreal

Posted: Thu Aug 05, 2004 2:08 am
Joined: 22 Mar 2003
Posts: 187
Wow harkyman! It's looks like this one's a winner!
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MacBlender

Posted: Fri Nov 05, 2004 6:00 pm
Joined: 21 Oct 2002
Posts: 5
Great work, this looks like it could be the precursor to an animanium style animation system. which in my mind would kick @$$.

think you might be able to pull it off?

MacBlender
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harkyman

Posted: Sat Nov 06, 2004 5:33 am
Joined: 18 Oct 2002
Posts: 271
Erm - not so much. Check out the latest post on the BlenderPeople development blog:

http://www.harkyman.com/bpblog/index.html
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dgebel

Posted: Wed Dec 01, 2004 12:11 am
Joined: 17 Mar 2003
Posts: 68
I gotta admit, I haven't been able to get a handle on the NLA in the time I've had to sit down with it. It looks cool, but confusing.

I hope this reworking clears a lot of stuff up. I'd love to see it integrated with the softbody and/or physics like some of the other tools seem to have.
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