Maya style constraints for tS75

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Maya style constraints for tS75 // The Garage

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Post by clintonman // Feb 17, 2008, 7:51pm

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Constraints let you set an object up to follow the translations and rotations of another object or objects. The scripts can be found here:


http://www.clintons3d.com/truespace/truespaceConstraints.htm


and videos that demo the process can be downloaded from the the same page.

Post by Délé // Feb 18, 2008, 2:10am

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Thanks Clinton. :) Very cool! :D :banana:

Post by prodigy // Feb 18, 2008, 2:34am

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Clap clap clap clap...

Thanks Clinton very nice script :)

Post by 3dfrog // Feb 18, 2008, 8:07am

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Very nice clinton! thank you for this. Is it possible to keyframe on and off for these? Also any chance of being able to constrain objects to bones?

Post by clintonman // Feb 18, 2008, 9:02am

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Very nice clinton! thank you for this. Is it possible to keyframe on and off for these? Also any chance of being able to constrain objects to bones?

No you can't turn them on and off, but it should be easy enough to add that. Bones are one of the things I had in mind when I started this. The constraints don't work well with encapsulated objects and bones are extra "different" on top of that. I have some r&d to do before I know if a bones compatible version can be made.

Post by clintonman // Feb 28, 2008, 8:24am

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I updated the constraint scripts.

Fixed a bug where they stop working if you rename the scene.

Point Constraint now works with IK Handles.

New method of calculation so it works better with group sub objects.

Alternate selection method to make it easier to select sub objects.


The picture shows tank girl with her feet ik handles point constrained to the pedals. The pedals are parented to the cranks and the cranks are parented to the wheel, so when the wheel rotates the feet follow along.


Oops, sorry frogman I forgot about your on/off switch request.

Post by transient // Feb 29, 2008, 4:55pm

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That's excellent stuff. Potentially huge for tS animations, well done. :banana:

Post by v3rd3 // Mar 1, 2008, 4:15pm

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Thank you for sharing this Clinton. I went to your site and started reading absolutely everything you have published there. Sorry if I spiked your bandwidth for the month but I am at the "need to absorb everything I can" stage.

Post by clintonman // Mar 2, 2008, 12:28pm

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Thanks guys. And bandwidth is no problem.


I discovered a bug from the last update. The remove constraints button wasn't removing all the nodes involved in the constraint so updated to version 1.11


Also added the ability to turn the constraints on and off. To animate this value you have to dig inside the constrainee in the LE, select the constraint node, open the animation view and add the active value to the keying panel. It may be possible to export the active flag all the way to the top level of the object, but I'm not sure if that would work or not. Also if you animate the active value be sure to use the FCurve to set the interpolation to Constant Start or Constant End so that you get a square wave.


Clinton

Post by trueBlue // Apr 13, 2008, 8:27pm

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Clintonman: This really great thank you very much for sharing and making life easier with your awesome creations.
I am finding it difficult to Ctrl select two items at the same time. A from a Skeleton and B from Sub Object nested deep inside a Parent object. Is there a way to implement something like this instead?
Ooops nevermind... that is what preStore is for. :o
However can you check out this scene? I have the Right Foot Handle constrained to the Right Pedel. When I select the Pedel and try to move it I get an error.
Edit: Removed scene due to user error.

Post by clintonman // Apr 14, 2008, 11:36am

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You have to use the Point Constraint script with IK Handles. The Rotation Constraint and Constraint scripts don't work with IK handles.

Post by trueBlue // Apr 14, 2008, 11:43am

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Okay thanks for checking it out and thanks again for the contraint scripts!

Post by clintonman // Apr 14, 2008, 4:51pm

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You're welcome, anytime.
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