1. #11
    IImayneII's Avatar Senior Member
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    Sorry for the delayed response. I made a setup for rotation with basic editor objects. I like adjusting animations on the fly so might be a bit more complicated than you want. I'll also add the setup for the RedLynx bug you talked about. That one is alot less complicated so I assume you can figure out without me explaining it.



    My setup: The hardest part is basically getting the orientation right for the parts. You want the glue groups to have the same orientation, I just do that by rotating them in the right position. Then going into the glue group and rotating the object itself so it matches with everything else. It's basically just trial and error.

    I linked the rotation of the main object and the wings to the rotation of a camera (camera is set to follow dummy object B). That way you don't really need to make adjustments in data sources but can adjust it on the fly if you don't like certain rotations and can specify an area the object wil always look at (doesn't have to be point B ofcourse). Again, might be something you don't need but I like the freedom it gives when making an animation.

    Basically the object would go from A to B in a straight line without rotation if I didn't link the camera rotation to it. ( A and B are both dummy objects I use for coordinates) Linking the object to the camera adds rotation to this setup on one axis (up/down).

    Both (object and the camera) start at the same point A, for obvious reasons. When the object starts moving from A-B I make the camera go straight up from A-B so it levels out horizontally while the object moves to point B.

    I also blurred out a few data sources I'm not using but I added for when I need to fine tune the animations. That's why I don't link the rotations themselves but use a 2 input data source linked to the roation data and a curve data source. You can add alot more to this if you want different rotations at different points, so it's still very basic but should give you an idea on the possibilities.

    You can also see I have a OPE for point A. This is also to finetune the animation and allows me to easily move the object outside of the basic plane it is moving in. (= I can set it up to move along the grey axis on the drawing). Note that when I would do that I would have to add a left/right rotation to the object itself with a data source to make it look fluid. (This would be done by using the left data source below the rotation data marked with yellow (or under the left/right name tag)

    The curved path I drew from A to B is what the object follows when I move point A slowely up while the object is moving to B.

    I hope that gives you a basic idea of what I am doing with the setup. If you have questions just ask.



    Rotation
    Bug
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  2. #12
    The main problem for me was I couldn't select the dummies, that's what I was having problems with. The animation should be a doddle in comparison for me. I can just use a selection of variations and set value events and 2 operating systems at the same time. It's going to take awhile but as long as I can cheat the system using 2 chain pieces and abling to select these while making them invisible then I shouldn't have a problem.

    Thanks for the help. The bug is the main thing that was bugging me.
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  3. #13
    It's all sorted now peeps, thanks very much for the support, I just need to work on the animation now, shouldn't be a problem now.

    I couldn't select the dummy object because of the glued target, I just selected it all before gluing the target, now it works better, just needs animation now. *thumbs up* you've been great help guys.
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  4. #14
    IImayneII's Avatar Senior Member
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    You know you can just hold L1 to select an object in a glue group right? Makes things alot easier.
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  5. #15
    Yes I do mate but in this situation it was difficult to grasp 1 object when there is about 20 in the glued object. It is a life sized bird, no bigger than a tropical bird.I prefer to make subtle stuff.
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