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Path Animation

PostPosted: Sun Jun 28, 2009 8:04 am
by Perlenstern
Is the Animation for CurveBezier or CurvePath supported by PyPrp ? Does this animation could work in URU ?
Sorry for all my questions, but I never found answers here. There are so much options in Blender and I don't know wich are working in URU. Is there a list anywhere ?

Perlenstern

Re: Path Animation

PostPosted: Sun Jun 28, 2009 10:58 am
by Jojon
While I don't think pyprp does anything with path constraints, you can execute the Animation/BakeConstraints script to "convert" the path to an IPO curve, prior to export. Note that keys are inserted on *every* frame, so you may, or may not, wish to weed out superflous ones. Also note that the same thing applies as with mesh modifiers; save your project before, if you want to keep your path, because it is thrown away and replaced with the less flexible IPO animation..

Additionally, Grogyan was working on a script to do something like this - I am not quite sure what he was looking for, that baking couldn't do. His thread should still be around here, somewhere...

Re: Path Animation

PostPosted: Sun Jun 28, 2009 11:49 am
by D'Lanor
Grogyan's project has its own wiki page. If it really can be done with a simple method we better not let him know because I remember he spent a lot of time on it. :?

Re: Path Animation

PostPosted: Sun Jun 28, 2009 11:33 pm
by Grogyan
D'Lanor wrote:Grogyan's project has its own wiki page. If it really can be done with a simple method we better not let him know because I remember he spent a lot of time on it. :?



Thats ok, I have officially given up on it quite a while ago for a few reasons
1) Someone else wrote up a script on the Blender Artists forum, that instantly made my script redundant, and being simpler and faster
2) Both my script and the other script both had a significant flaw that could not be resolved, involving a rotation on just one axis, apparently there is no way to let Blender know that you were wanting a curve rotation angle beyond 180 degrees as the math always results in 0 degrees
3) Another flaw was noticed with both scripts, the first few frames and the last few frames of the animation could not be sync'd with what was intended as the spacing of the handles was too critical.
Eg you want the ride to start from xyz position, but when you attach the empty to the path tht location was offset by a significant amount depending on where the bezier control points were placed
4) After playing around with a possible example Age (never exported), I found that the speed of the whole animation was very difficult to work with, I tried linearizing it with a 7th curve, but that didn't go anyplace.


So in summary, yes, my script and that of the other script on the Blender Artists forum shows that you can have an animation follow a path, however the path must be fairly short with lots of handles and control points.

There is another script around that automatically keyframes every frame for the animation, good luck if you can find it, or if it will work with PyPrp

Re: Path Animation

PostPosted: Tue Jun 30, 2009 12:28 pm
by Perlenstern
Hello Grogyan

I followed your wizzard explaination step by step. Make the curve, make the empty, make a object and make the object constraint to the empty.
After the export my mesh follows the curve and then feel down on the plane and then over the edge of the plane. It never starts the ride again .....as I want it.
Where could be the mistake ?

Perlenstern

Re: Path Animation

PostPosted: Tue Jun 30, 2009 10:33 pm
by Grogyan
All my script is doing is writing a series of IPO graphs within Blender.
PyPrp uses those graphs as the arguments to generate the animations in Plasma.

So if something is ok when you playback the animation inside Blender, but it isn't what you expected in-game, then I think its more of a problem with your script.

Re: Path Animation

PostPosted: Wed Jul 01, 2009 7:18 am
by Perlenstern
Ok ...I think that will be the problem. I don't have any script and don't know wich one to use.
Only the mesh should make the ride......not the Avatar on the mesh.

Perlenstern

Re: Path Animation

PostPosted: Fri Jul 03, 2009 5:57 am
by Perlenstern
Please could anybody tell me wich script I have to use for my project.

Perlenstern

Re: Path Animation

PostPosted: Fri Jul 03, 2009 10:56 am
by Jojon
I'm afraid that I, for one, feel that I do not know enough about your project, to even understand what you are talking about. :) Referring to some alcscript?

So the avatar moves with the animated mesh, huh? It is not a subworld you are animating, is it? To remove an IPO set from an object (..or material, or whatever), either rightclick its icon in the outliner and select "unlink", or select the object and then click the "X" button, next to the name of the curve, in the IPO editor.

If the question was about Grogyan's script, I'm afraid I have not used it.