Curve path to interpolation curves

General debates and discussion about the Guild of Writers and Age creation

When making a ride to fly through your Age in what way would you like to run the wizard

Poll ended at Sat Sep 13, 2008 7:22 pm

Would you prefer to run the script ONCE and move the curve path when editing your Age and not run the script again
6
67%
Would you prefer to run the script EVERY TIME after you move the curve path when editing your Age
3
33%
 
Total votes : 9

Re: Curve path to interpolation curves

Postby Grogyan » Sat Aug 16, 2008 9:59 pm

I prefer to keep it separate from PyPrp, but when the wizard is complete package it with PyPrp along with the other wizards in there.
Better to have loved and lost than never to have loved at all
User avatar
Grogyan
 
Posts: 1203
Joined: Thu Oct 11, 2007 1:27 am

Re: Curve path to interpolation curves

Postby Lontahv » Sat Aug 16, 2008 10:07 pm

Ok... if you want it separate there must be a reason. Is it that you can tweak the curves, or that you have to run this thing (if it was in PyPRP it wouldn't have to be run _ever_). I know it might not be the most fun thing to see your project eaten by PyPRP but it would be easier for a lot of people if it was in the export. PyPRP has hundreds of comparable things to Curve2IPO in it and we don't have to run each one separately. I think that the Curve-exporting function for PyPRP was on the list somewhere... it may be implemented at some point and your wizard can stay separate.

Until that day, Curve2IPO will be the tool. 8-)
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
User avatar
Lontahv
Councilor of Artistic Direction
 
Posts: 1331
Joined: Wed Oct 03, 2007 2:09 pm

Re: Curve path to interpolation curves

Postby Grogyan » Sat Aug 16, 2008 10:13 pm

Well it almost boils down to one word

Pride

That and the fact that i'm learning python, and if it gets eaten up by PyPrp I will have to let it go, I can't compete with PyPrp, you guys are like gods to me.
Better to have loved and lost than never to have loved at all
User avatar
Grogyan
 
Posts: 1203
Joined: Thu Oct 11, 2007 1:27 am

Re: Curve path to interpolation curves

Postby Trylon » Sun Aug 17, 2008 1:24 am

Hmm,
I'd actually love it if the Curve2IPO code would be called from within the exporter, it'd make for one less extra step to do or to forget.

I think it could be placed in its own library file, and just called upon by PyPRP's exporter when required... would that satisfy you Grogyan?
One day I ran through the cleft for the fiftieth time, and found that uru held no peace for me anymore.
User avatar
Trylon
 
Posts: 1446
Joined: Fri Sep 28, 2007 11:08 pm
Location: Gone from Uru

Re: Curve path to interpolation curves

Postby Aloys » Sun Aug 17, 2008 4:04 am

I have a quick question: when you say "You can model anything you want for the ride, but it must be at the "world origin", you mean that the object's center must be at the origin, right?
User avatar
Aloys
 
Posts: 1968
Joined: Sun Oct 21, 2007 7:57 pm
Location: France (GMT +1)

Re: Curve path to interpolation curves

Postby Lontahv » Sun Aug 17, 2008 9:28 am

You only need to have the center be the world origin if you're using local-curves. If it is global curves then you just have to have your object's center be in the center of your ride--not at 0,0,0.
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
User avatar
Lontahv
Councilor of Artistic Direction
 
Posts: 1331
Joined: Wed Oct 03, 2007 2:09 pm

Re: Curve path to interpolation curves

Postby Aloys » Sun Aug 17, 2008 9:41 am

I assume then that in this case the object's axis should also be alligned with the origin's axis?
User avatar
Aloys
 
Posts: 1968
Joined: Sun Oct 21, 2007 7:57 pm
Location: France (GMT +1)

Re: Curve path to interpolation curves

Postby Grogyan » Sun Aug 17, 2008 10:10 pm

Aloys wrote:I assume then that in this case the object's axis should also be alligned with the origin's axis?


Not necessary, you just need to model around the origin then parent each object to a central node that has to be at the origin, thats why I suggest using an empty.

The empty is there as a node as well as visual reference to how the children would go around the curve.


Trylon wrote:Hmm,
I'd actually love it if the Curve2IPO code would be called from within the exporter, it'd make for one less extra step to do or to forget.

I think it could be placed in its own library file, and just called upon by PyPRP's exporter when required... would that satisfy you Grogyan?


When I finish the script i'll hand it over to the devs to incorporate it into PyPrp, in what ever way they please, either as a seperate wizard, or part of the PyPrp wizard menu or as was mentioned before swallowed by PyPrp.
At this stage I want to keep it seperate, cause when it is all going well that fork I plan to send to the Blender group and the other fork as mentioned above, that was my intention.

Have you tried the wizard as is yet?

Please send back feedback on it.
I know of a couple of bugs already in it.
Better to have loved and lost than never to have loved at all
User avatar
Grogyan
 
Posts: 1203
Joined: Thu Oct 11, 2007 1:27 am

Re: Curve path to interpolation curves

Postby Grogyan » Thu Aug 21, 2008 11:35 pm

Bump

If you havn't voted, please do, this will help in which direction will need attention in order to complete this wizard
Thanks
Better to have loved and lost than never to have loved at all
User avatar
Grogyan
 
Posts: 1203
Joined: Thu Oct 11, 2007 1:27 am

Re: Curve path to interpolation curves

Postby Grogyan » Mon Aug 25, 2008 12:26 am

Essentially what i'm asking for is whether you'd want to use delta IPO curves, as opposed to standard IPO curves.

The difference?

IPO curves are based on position and rotation relative to world space

Delta IPO curves are based on position and rotation of a parented object - in this case, a curve


Think about the lift in Teledahn as an example, the whole set of objects move up and down, and there are two switches that move up and own, plus a coupe of gears that rotate too, its my opinion that it will be far easier to handle all these objects and animations if they were all to move relative to the lift as opposed to world space.

A smaller example i the gear on the lift, that rotates when the lift is in motion, in Blender we can say that this gear rotates to the relative position of the lift, else we would have to say that the gear is rotating, and moving up and down in world space and so does every other object
Better to have loved and lost than never to have loved at all
User avatar
Grogyan
 
Posts: 1203
Joined: Thu Oct 11, 2007 1:27 am

PreviousNext

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 4 guests