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Maticb
Joined: 30 Aug 2006 Posts: 635 Location: Slovenia
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Posted: Wed Apr 25, 2012 11:45 am Post subject: |
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| Does this work only with furniture? I tried it on a mesh weighted using IMVU file editor and it didnt work. |
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EbonyBlake 
Joined: 18 Aug 2010 Posts: 112 Location: Germany
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Posted: Thu May 03, 2012 8:42 am Post subject: |
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As you see, it works fine for weighted accessories too:
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MrsKarmaMonks
Joined: 24 Apr 2011 Posts: 91 Location: USA
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Posted: Sat May 19, 2012 9:07 pm Post subject: |
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| Oh my goodness! This tool is awesome. Hats off again to DN. |
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MrsKarmaMonks
Joined: 24 Apr 2011 Posts: 91 Location: USA
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Posted: Wed Jul 11, 2012 4:59 pm Post subject: Can we rotate an object 360 degrees? |
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Love this animator and I've been making some wonderful animations with it ... but I can't seem to make an object rotate 360 degrees. I see a post here about it .. but can't see that it was ever resolved.
If I take a sphere and rotate it .... the ball looks like it is deflating or inflating. Any tips on how to set the graph or which "tweens" I should be saving in sketchup?
Deep bow. |
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Pharmacist
Joined: 20 Oct 2007 Posts: 652 Location: USA
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Posted: Sat Aug 04, 2012 3:56 am Post subject: |
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Hello.
This tool is so wonderful. I used it several times so far.
For now, I have tried using the flash sticker as well as the online version but it will not load the morph target. If I loaded the morph target, it will not let me change the morph type.
I want to fix an issue I have in this product
http://www.imvu.com/shop/product.php?products_id=15068209
Any ideas what makes the violin playing action goes like this? _________________
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MrsKarmaMonks
Joined: 24 Apr 2011 Posts: 91 Location: USA
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Posted: Sat Aug 04, 2012 7:23 am Post subject: Rotating 360 degrees resolved ... |
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I realized that I didn't post the answer to my question when I figured out how I could make the 360 rotation work.
There are no doubt several methods that could work, this is the one that seemed to do what I was looking for. In sketchup I took 11 snapshots of the ball rotating it about 32 degrees (or 33) and then exporting it until I have 11 xmf file tween states.
In MACE I loaded the base state and then the 10 tweens and set each to EXCLUSIVE. Starting with tween one I mapped a graph that went UP for 9 and down for 9 and repeated that for each subsequent tween, making sure that my DOWN for the previous state overlapped my UP for the next tween.
Below is a what the final MACE file looked like.
Hope this is helpful for anyone new to the tool. In general I find that if I have an object that is distorting, I need to make sure that I have TWO states that are overlapping, one that is coming down and the other that is going up, and that both are set to exclusive. |
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MrsKarmaMonks
Joined: 24 Apr 2011 Posts: 91 Location: USA
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Posted: Sat Aug 04, 2012 7:30 am Post subject: |
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Is a lovely violin Pharmacist.
In the shop this morning I see that the violin and the bow are both animated and moving but seem to be way over the head of the avi when they come out of their case.
I would guess that this is something to do with how they are weighted rather than the MACE tool at this point. For me, when I have things wildly floating around from a sketchup export, I usually have forgotten to export using just MESH.NODENAME and instead I had used MESH.ATTACHMENTROOT.NODENAME which only works for accessories.
Good luck in getting this to work it really is very pretty.
Deep bow. |
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Pharmacist
Joined: 20 Oct 2007 Posts: 652 Location: USA
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Posted: Sat Aug 04, 2012 9:45 am Post subject: |
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| MrsKarmaMonks wrote: | Is a lovely violin Pharmacist.
In the shop this morning I see that the violin and the bow are both animated and moving but seem to be way over the head of the avi when they come out of their case.
I would guess that this is something to do with how they are weighted rather than the MACE tool at this point. For me, when I have things wildly floating around from a sketchup export, I usually have forgotten to export using just MESH.NODENAME and instead I had used MESH.ATTACHMENTROOT.NODENAME which only works for accessories.
Good luck in getting this to work it really is very pretty.
Deep bow. |
Here is what I did step by step:
1- Created all meshes (Bow, purse and violin), unwrapped and gave each part a material nomber.
2- Attached them all. And then made a copy for the morph target.
3- Went back to the parent (name: Violin). Scaled the bow and the violin really small
4- Went to the morph target (name: Violin.Exclusive) and scaled the purse really small.
5 Linked the morph target to the parent mesh and applied the morpher modifier. At frame 0 the channel= 0 at frame 1 the channel= 100% at frame 2 the channel =100%
6- Physiqued the parent mesh to the avatar. (The purse and the bow to the right hand. The violin to the left hand)
7- Exported the mesh using the default female root.
8- Exported the morph. And this is how it ends every time I try to re-do the process. _________________
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1Monks 
Joined: 15 Jan 2011 Posts: 5 Location: USA
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Posted: Sat Aug 04, 2012 10:14 am Post subject: |
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| So without the morphing mesh .. if you just used one of the target meshes for the violin, does it stay put in her hands? |
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Pharmacist
Joined: 20 Oct 2007 Posts: 652 Location: USA
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Posted: Sat Aug 04, 2012 10:33 am Post subject: |
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Yes. it is moves the way I want it with the hands. I am using only one morph target. (Violin.Exclusive) _________________
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MrsKarmaMonks
Joined: 24 Apr 2011 Posts: 91 Location: USA
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Posted: Sat Aug 04, 2012 3:58 pm Post subject: |
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| So Violin.Exclusive when loaded in the previewer by itself works as intended. Maybe try the same XSF in the config tab that works when you used Violin.Exclusive when you load the morphing xmf. |
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Pharmacist
Joined: 20 Oct 2007 Posts: 652 Location: USA
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Posted: Sat Aug 04, 2012 8:11 pm Post subject: |
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The root is always the same. I am deriving from the empty derivable. _________________
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twistednanny 
Joined: 29 Sep 2007 Posts: 2689
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Posted: Sat Aug 04, 2012 10:45 pm Post subject: |
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I still think it has to do with the pivot points of your morph targets since you said you scaled them down how did you scale them down? in vertex sub mode?
Anyways you can check by un-linking the morph target from the parent mesh then separate them into different pieces, then align each to the parent mesh and see?
What I see is pivot aligning problem. _________________
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Pharmacist
Joined: 20 Oct 2007 Posts: 652 Location: USA
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Posted: Sun Aug 05, 2012 2:18 pm Post subject: |
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| twistednanny wrote: | I still think it has to do with the pivot points of your morph targets since you said you scaled them down how did you scale them down? in vertex sub mode?
Anyways you can check by un-linking the morph target from the parent mesh then separate them into different pieces, then align each to the parent mesh and see?
What I see is pivot aligning problem. |
I did what you said TN. And all pieces do have the same pivot as the parent mesh. It is now working fine but after several ResetXFrom modifiers on the top of each other. I do not know why. But it is working now.
Thanks a lot so very much everyone who helped me on this. _________________
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MotoSport
Joined: 28 Jun 2010 Posts: 100 Location: Italy
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