Animated rotation and encapsulated objects

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Saul
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Animated rotation and encapsulated objects

Post by Saul »

A problem with animated rotation and encapsulated objects:

Reset default context.
Load Cube.
Copy Cube and move above original.
Ctrl select the 2 Cube and '3D encapsulate selected objects'.
Record keyframe at frame 0.
Move to frame 30.
Rotate encapsulated object and record keyframe.
Go to frame 0.
Play.
Notice the object does not rotate about its centre.

Reset default context.
Load Cube.
Copy Cube and move above original.
Ctrl select the 2 Cube and '3D encapsulate selected objects'.
Select 'Axis tool'.
Select 'Axis tool'.
Record keyframe at 0.
Move to frame 30.
Rotate encapsulated object and record keyframe.
Go to frame 0.
Play.
Notice the object now rotates, correctly, around its centre.

These examples are made in DopeSheet, when you move to Story things get weirder......i will give examples soonest.
Ps Anyone know who wrote the animation code in tS? I got an idea it was Pavol but which one......
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trueBlue
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Re: Animated rotation and encapsulated objects

Post by trueBlue »

I think that the Workspace's Animation Editor was written by Martin Kusnier (the Kernel Master).
Given all the missing stuff and things that do not work in tS761, I highly expect that whoever built this last version screwed up somehow.
Saul
Senior Chief Petty Officer
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Re: Animated rotation and encapsulated objects

Post by Saul »

I think that additive blend mode and rotation keyframes is seriously broken!
Reset default context.
Load Cube.
Copy Cube and move above original.
Ctrl select the 2 Cube and '3D encapsulate selected objects'.
Select 'Axis tool'.
Select 'Axis tool'.
In the Story tab of the Anim view, make a keyframe at frame 0.
Click on the arrow next to Object to show Track00.
Right click on Track00 and Add New Track.
Make sure Track01 has Additive blend mode disabled, make sure it is active track (red dot) and record keyframe at 0.
Go to frame 30, rotate Object and record keyframe.
Play anim.
It plays as expected.
Go to frame 0, right click on track01 and enable additive blend mode.
What appen?
Disable additive blend mode and Object snaps back to original position.
For some real fun try mixing rotation tracks!
Having Additive Blend Mode enabled during the recording of rotation keyframes results in same weird axis as demonstrated in previous post ie adding pivot has no effect.
I am coming to the conclusion that if user wish to have rotations in an encapsulated objects animation, ALL translation has to be done on a single track in DopeSheet.
EDIT: Same seems to apply to single objects eg a cube.
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Prodigy
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Re: Animated rotation and encapsulated objects

Post by Prodigy »

I'm not here to test but far as i read, i think the problem is the pivot..

as soon as i get home i'll give you some examples about how pivots work..
๑۩۞۩๑ prodigy ๑۩۞۩๑
Saul
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Re: Animated rotation and encapsulated objects

Post by Saul »

Prodigy wrote:...... i think the problem is the pivot..

as soon as i get home i'll give you some examples about how pivots work..
Yes please! I dont hold much hope though!
Saul
Senior Chief Petty Officer
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Re: Animated rotation and encapsulated objects

Post by Saul »

I think i have sussed this!
Bottom line is to make your model and before 3D encapsulating make animation for all the parts.
I, for instance, want to build a car, with opening/closing doors, flashing lights, revolving wheels etc.
I had been trying to build the car, 3D encapsulating, then adding it to my main scene file to animate accordingly. This didn't work for layered rotations, wheels, doors etc as per examples sited previous.
However, i found that if i built all the parts and gave them animated bits BEFORE encapsulation, i could combine, disable, shorten, lengthen, translate etc the different animated parts within the object via the story tab of the anim view. These individually recorded anims for object parts are preserved within the encapsulation. The 3D encapsulated object can be placed anywhere in a scene and the parts directed accordingly.
User still has to add axis/pivot to the finished 3D encapsulation in order to make translations for the whole thing otherwise same problems as above posts will occur.
A good tip is to name all the parts/objects as you create them in order to find them easily later in the Keying Panel/Attribute Browser.
I would still like a tutorial on the inner workings of the pivot, if anyone has time?
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