bones that stretch without programming

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  1. #1

    Default bones that stretch without programming

    [url]www.bleed3d.com/bones%20grow.htm[/url]

    I have seen the question of whether or not bones can stretch asked and the
    reply has been no, an emphatic no. and quickly pointed out but it can be done
    thru programming. While I knew this not to be true I waited to see if anyone
    else was going to post something. showing that simply is not the case. I havent
    seen any such post. so here is something simple showing it

    tyree_2 Guest

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  3. #2

    Default Re: bones that stretch without programming

    Eww... weird choice of model to demo your code with. Maybe this should come with a NSFW warning!
    duckets Guest

  4. #3

    Default Re: bones that stretch without programming

    duckets you must be some kind of conservative. To be more concerned about what
    you think it looks like. instead of noticing what it is actually doing those
    are exported bones stretching. there is no code making them stretch. that is
    straight from max. something that is not supposed to be possible to bring into
    a w3d.
    maybe you could be more concerned about the fact that whats percieved to be a
    limitation of what can be done in the 3d authoring environment and the w3d
    actually is not. Maybe thats of more importance than what it looks like

    tyree_2 Guest

  5. #4

    Default Re: bones that stretch without programming

    [q]Originally posted by: tyree_2
    duckets you must be some kind of conservative. To be more concerned about
    what you think it looks like. instead of noticing what it is actually doing
    those are exported bones stretching. there is no code making them stretch. that
    is straight from max. something that is not supposed to be possible to bring
    into a w3d.
    maybe you could be more concerned about the fact that whats percieved to be a
    limitation of what can be done in the 3d authoring environment and the w3d
    actually is not. Maybe thats of more importance than what it looks like[/q]

    tyree_2,

    First of all, in order to argue with Ben, you need to reach his level !
    Secondly, as general rule: you can scale the bones, but you can NOT animate
    the scaling

    And that's because this kind of animation is NOT exported (and not recognized
    by Director Shockwave anyway)
    Trirdly, your "example" is worthless because the entire bones chain is scaled.
    And finally, because it's obviously you need to learn, take a look at this
    short movie:

    [url]http://www.geocities.com/necromanthus/scale_bone.html[/url]

    What's there ?
    A cylinder (3 segments, 16 polys per segment) and a chain of 4 bones (the last
    one is a "dummy").
    The second bone has a 3 frames animations (in the 2nd frame is scaled with
    200%).
    Of course, for the cylinder is used the physique modifier and all of them are
    grouped before exporting.
    Result: NO animation is the exported W3D file !
    You may test with any kind of 3D modeler (including 3DS Max 9 !).

    I hope it's clear enough now (for you at least).


    necromanthus Guest

  6. #5

    Default Re: bones that stretch without programming

    Hehe, that's great tyree_2. I'm far from conservative, and I actually found it
    pretty funny, sorry if you couldn't tell that from my post. I noticed what your
    bones are doing, but it would be more interesting if you gave some details of
    how you're doing it, rather than just giving a link to a "growing bone" ;-)


    duckets Guest

  7. #6

    Default Re: bones that stretch without programming

    [q]Originally posted by: duckets
    I noticed what your bones are doing, but it would be more interesting if you
    gave some details of how you're doing it, rather than just giving a link to a
    "growing bone" ;-)[/q]

    In fact he messed up the entire scene ...
    Here is what he did (viewed from the right angle !):
    [url]http://www.geocities.com/necromanthus/tyree_2.html[/url]

    His bones animation is reduced to a simple keyframe animation.
    There're 2 dummies involved in this motion: the chain root node and the last
    chain bone (always treated as dummy).
    That's all.



    necromanthus Guest

  8. #7

    Default Re: bones that stretch without programming

    well necormanthus that bullshit example isnt anything like mine. for one, with
    your smart ass there is no scaling going on. of any kind, the bone not the
    dummy is being transformed, not scaled, there is no scaling at all, anywhere.
    its because of the type of bones that they are. Their spline bones.and I know
    about the group thing. grouping then scaling. I dont use that type of bullshit.
    Im an animator. I animate clothes I animate lightning. I animate glass breaking
    I even take the volume smoke that I make put bones on that and animate that as
    a w3d. I animate all this as a w3d. things you never considered most likely
    have never seen from a w3d
    and while skilled duckets may be he is a skilled programmer. Im a skilled
    artist skilled at being creative with a love for animation you obviously dont
    have necormanthus. An animator would let no perceived limitation stop him from
    animating what he wants to animate, the way he wants to animate it . And if I
    couldnt actually control the animation I wouldnt bother doing it. And that no
    animation that you say doesnt get exported is actually being paused on one
    frame told to play on another and reset on yet another in director. that no
    animation, that is, that doesnt exist or gets exported. with your smart ass.
    Maybe you should try spending some time pushing the software beyond its
    limitations. instead of telling me what the limitations are and to live within
    them. That is If your mentally capable of doing that. I have a degree in
    computer science and computer animation but Im an artist/animator, Im entirely
    too creative to be a programmer. I have been studying the different aspects of
    art my entire life. I think on a creative level you simply do not. You are not
    my creative equal. which is why I can take a set of bones and have them appear
    to be scaling when they are actually being transformed. Dont compare yourself
    to me. Dont try and correct me. Try and push yourself beyond what you perceive
    to be a limitation of what you can do, at this point. With your smart ass


    and if anybody wants to know how I do anything just say so and I will tell
    them hopefully it will help push the medium along


    tyree_2 Guest

  9. #8

    Default Re: bones that stretch without programming

    [q]Originally posted by: tyree_2
    well necormanthus that bullshit example isnt anything like mine. [/q]

    In fact that bullshit is your work. Here is the runtime version of your "buggy
    motion" exported from 3DS Max:
    [url]http://www.geocities.com/necromanthus/buggy_motion.html[/url]


    Maybe you are a skilled artist.
    Maybe you have a degree in computer science and computer animation.
    But you're a BEGINNER in Director Shockwave, W3D exporter and runtime
    environments.
    If you didn't understand anything from my previous posts, you can not pass the
    beginner level.
    p.s.
    Because I don't wanna waste space with another message, something related with
    another "amazing" topic of yours:
    - havok based animation doesn't exist !
    - Havok physics is another fish in another ocean.
    - in that demo there're 25 PREDEFINED keyframe animations and one PREDEFINED
    bones animation (that girl).
    Nice animations btw, but your demo has nothing to do with Havok !
    Why ?
    Just start learning and you'll find the answer.
    cheers


    necromanthus Guest

  10. #9

    Default Re: bones that stretch without programming

    I was refering to the cylinder I didnt see the other post you made and in reply
    to that. if I wanted it to be completely vertical straight up and down from
    every view I would just straighten out the bones, since I control the bones and
    the bones are tied to mesh but who would have thought of that. thats just crazy
    talk.

    and the havok based animation is predefined but I didnt define it thats all
    havok animation using reactor from max. I didnt hand animate a single thing in
    there. I just adjusted the controls which in turn change how it animates. there
    are a lot of people that simply dont know that scene and specifically character
    animation that are made using reactor can be exported with a biped to w3d.
    Thats an alternative to the actual runtime havok that gives you a different
    result everytime it plays. instead of letting havok create the animation at
    runtime. a person could export the reactor/havok animations and play them
    whenever they wanted them to occur and have more control over them both before
    and after they export


    tyree_2 Guest

  11. #10

    Default Re: bones that stretch without programming

    this discussion is somehow strange in a forum that is dealing more with
    techincal problem then "artistic" problem.

    @tyree_2:
    >something that is not supposed to be possible to bring into a w3d.
    Bones can be exported, yes thats not a new feature, what are you talking about
    ? Who said that this stuff in not supposed to be possible? Where do you find
    this kind of wrong informations?

    @ necromanthus:
    >you can scale the bones, but you can NOT animate the scaling
    hm, because i work with Cinema4D i never had any problems with it? Bones can
    be keyframeanimated with position, transform, scale.
    here a quick test (sorry for the other crap in the scene...ah, and ESC brings
    the mouse back...)
    [url]http://kisd.de/~lutz/3dtest/test_01[/url]

    Is this different from the max exporter?

    @all:
    what is the point of this discussion? Artist vs. Technocrats?

    cheers!


    hondo3000 Guest

  12. #11

    Default Re: bones that stretch without programming

    [q]Originally posted by: hondo3000

    @ necromanthus: >you can scale the bones, but you can NOT animate the scaling
    hm, because i work with Cinema4D i never had any problems with it? Bones can
    be keyframeanimated with position, transform, scale.[/q]

    Hi Lutz,
    In 3DSMax, MAYA, SoftImage and LightWave you can NOT animate the scaling.
    In fact you can, but the motion is not exported.
    Of course, there is a workaround for that: you can use aditional dummies and
    create a keyframe motion.

    In my first message you can find the algorithm. Try it in Cinema 4D.
    If that algorithm works in Cinema 4D, you should study the content of the
    exported W3D file.
    I think you'll find few keyframe motions there.
    In this case it means that Cinema 4D is doing the required extra job for you
    ....
    cheers



    necromanthus Guest

  13. #12

    Default Re: bones that stretch without programming

    Tell it how it is Necro!

    ;)

    Richard


    Richard Guest

  14. #13

    Default Re: bones that stretch without programming

    [q]Originally posted by: Richard
    Tell it how it is Necro![/q]

    I can't stop thinking at those two lovely monkeys of yours.
    I bet they're full of dummies and keyframe motions (especially
    the eyes & mouth areas)
    ha ha ha
    p.s.
    Do you think I'm very interested in this subject ?
    No, I'm not.
    But I had many requests for a bones / bonesPlayer tutorial, and I don't
    know anything about Cinema 4D and few other apps able to export the W3D file.
    That's all.


    necromanthus Guest

  15. #14

    Default Re: bones that stretch without programming

    >I think you'll find few keyframe motions there.
    >In this case it means that Cinema 4D is doing the required extra job for you
    ....

    hm, there is only one motion for the bonesplayer, not more. I am wondering why
    other apps do not export animated scaling of bones? But i think the big 3D
    software-houses lost their interest in the shockwave3D format. I hope the next
    Director release will bring some interest back.

    By the way, the viewport of the new Release of Cinema4D supports "enhanced
    openGL" features like normalmaps, realtimeshadows and so on... But the Mac
    version is not able to export shockwave3D files anymore because no universal
    binarie-sdk is available.

    cheers!



    hondo3000 Guest

  16. #15

    Default Re: bones that stretch without programming

    [q]Originally posted by: hondo3000
    hm, there is only one motion for the bonesplayer, not more. [/q]
    Very strange. Did you follow that algorithm: a chain with 4 bones, no
    rotations, no translations, only SCALE for the 2nd bone ?

    [q]Originally posted by: hondo3000
    But i think the big 3D software-houses lost their interest in the shockwave3D
    format. I hope the next Director release will bring some interest back.[/q]
    At this moment there is a HUGE interest in Shockwave 3D.
    It's up to Adobe ...

    [q]Originally posted by: hondo3000
    the viewport of the new Release of Cinema4D supports "enhanced openGL"
    features like normalmaps, realtimeshadows and so on... But the Mac version is
    not able to export shockwave3D files anymore because no universal binarie-sdk
    is available. [/q]
    Thanks for all these infos.

    cheers




    necromanthus Guest

  17. #16

    Default Re: bones that stretch without programming

    Tyree_2, your animating skills sound pretty impressive. Maybe the demo you
    posted of your big purple growing bone doesn't really show off your true
    talents. Got any other demos we can see?

    [q]"and while skilled duckets may be he is a skilled programmer. Im a skilled
    artist"[/q]

    Actually I've dabbled in a little 3d animating too! here:
    [url]http://www.robotduck.com/models/?footballer[/url]
    [url]http://www.robotduck.com/models/?golfer[/url]
    Modelled, textured, rigged and animated by my own fair hands. Not amazing I
    know - I'm sure you could show us something better!

    [q]"Im entirely too creative to be a programmer"[/q]
    LOL! That's pretty funny. And to me, it sounds similar to "I'm entirely too
    creative to be a novelist. That's why I'm a painter".

    [q]"and if anybody wants to know how I do anything just say so and I will tell
    them hopefully it will help push the medium along"[/q]

    Sure, I'd like to know. and actually I thought I asked already, when I said
    "it would be more interesting if you gave some details of how you're doing it".

    Let's all push the medium along together!

    - Ben




    duckets Guest

  18. #17

    Default Re: bones that stretch without programming

    @necromanthus:

    this time i am sure that i followed the instructions. no translation, no
    rotation only scaling.
    [url]http://kisd.de/~lutz/3dtest/bone/[/url]
    if you want to see the w3d file:
    [url]http://kisd.de/~lutz/3dtest/bone/bone.w3d[/url]

    But i have to say that bones animations are a foreign terrain for me, so i
    can't say if i did everything correct.

    @duckets:
    Nice animations! I am only able to animate simple things like maggods or worms
    that behave unnatural :)

    cheers!


    hondo3000 Guest

  19. #18

    Default Re: bones that stretch without programming

    [q]Originally posted by: hondo3000
    this time i am sure that i followed the instructions. no translation, no
    rotation only scaling.
    [url]http://kisd.de/~lutz/3dtest/bone/[/url]
    if you want to see the w3d file:
    [url]http://kisd.de/~lutz/3dtest/bone/bone.w3d[/url]

    But i have to say that bones animations are a foreign terrain for me, so i
    can't say if i did everything correct.[/q]

    If that's what you did what can I say ... send my best wishes to the MAXON
    staff.
    The 3DSMax W3D Exporter is known as the best W3D exporter.
    I'm not so sure anymore ...

    Thanks for your time.
    cheers



    necromanthus Guest

  20. #19

    Default Re: bones that stretch without programming

    sorry for using this thread again for a question about the max w3d exporter.

    The Cinema4D w3d exporter is quite good, but has some bad things in it.
    1. The complete scene is scaled with vector (1,1,-1), this leads into problems
    when using modelsunderray (all normals are flipped) and some other stuff
    related to havok
    2. Exports for every Model a modelresource, this makes files bigger
    3. when sending the first ray into a scene, it needs some time to process
    something, i am not sure what it is, but if you have large polycount (100.000)
    it can take some seconds to minutes (depending on the number of polys). After
    this initial process rays work normal. Does this happen with models exported
    from max?
    4 not possible to Export different scaled texturelayers.
    5. If all possible Texturelayers are exported (there are seven channels), only
    four texturelayers will be exported. Three of them will be copied together into
    one texture. Not sure at the moment what exactly happens there...
    6. Seems to be impossible to export lights with a maximum distance. (i did't
    get it to work, the documentations say that it is possible...)
    7. not possible to fill informations into the "userdata" of models

    some of these things made me really think about swiching over to another
    software with better exporter :(
    >The 3DSMax W3D Exporter is known as the best W3D exporter.
    >I'm not so sure anymore ...
    Ok, scaling bones seem to work, lol! Never needed bones with animated scaling,
    but now i will do something with it :)
    think the 3dsmax exporter will stay the best one.

    The absolute big advantage about Cinema4D is the very easy to use/learn
    interface, the renderer and the fantastic options to bake textures.

    I know the 3DsMax exporter is very good, but does it have some problems too?

    cheers!

    hondo3000 Guest

  21. #20

    Default Re: bones that stretch without programming

    duckets wrote:
    > Actually I've dabbled in a little 3d animating too! here:
    > [url]http://www.robotduck.com/models/?footballer[/url]
    > [url]http://www.robotduck.com/models/?golfer[/url]
    Hi Ben,

    Looks good. But, found a bug. If you click the 'Textures' tab, then click back to
    'Viiewer', then back to 'Textures', you get an error message:
    Property not found
    #spritenum

    Happens on both footballer and golfer. I did get that error another way, clicking
    other buttons but always appears when foing to teh Textures tab.

    regards
    Dean

    Director Lecturer / Consultant
    [url]http://www.fbe.unsw.edu.au/learning/director[/url]
    [url]http://www.multimediacreative.com.au[/url]


    Dean Utian Guest

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