Combine Workspace and Modelspace D3d render

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Combine Workspace and Modelspace D3d render // Interactive Artwork

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Post by clintonman // Jul 4, 2007, 7:58am

clintonman
Total Posts: 304
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This object allows for combining ts75.1 workspace and modelspace animations into one D3D workspace render. :)

It requires the default context so it knows which window to render. Other windows can be opened but it renders from the main workspace window.

The workspace animation play range values must be set before using and there is no way to stop a render once it starts. It will render the workspace play range which has a default value of 300 frames.

The render to file must be set to render a sequence.

To use it make sure the 3d view is in workspace and load the rsobject into a link editor window, jump into it via the orange box and push the start button.

Edit: forgot to mention that you may want to have autokey in model turned off when you run it, otherwise keys get set

Edit: just found out that model view needs to be open to work with particle animation

Post by clintonman // Jul 4, 2007, 9:40am

clintonman
Total Posts: 304
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Here is a slightly updated version.


There is no need to jump in to run it and it includes a check box to turn the file render portion off or on. This is useful for baking workspace animations into model space animations. Just turn autokey on in model space to record the workspace motions.

Post by noko // Jul 4, 2007, 11:04am

noko
Total Posts: 684
Thanks! Great having this ability back. :banana: :banana:

Post by mrbones // Jul 4, 2007, 12:58pm

mrbones
Total Posts: 1280
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Nice, but now how can we combine trueparticle animations from modelside to utilize physical simulations? For instance have a character walk into a particle stream and the particles deflect and collide in workspace off the character animation?

Post by clintonman // Jul 4, 2007, 1:48pm

clintonman
Total Posts: 304
pic
Nice, but now how can we combine trueparticle animations from modelside to utilize physical simulations? For instance have a character walk into a particle stream and the particles deflect and collide in workspace off the character animation?


I don't think that'll be possible until a particle system is written specifically for workspace.
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