Camera Vibrator

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Camera Vibrator // The Garage

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Post by trueBlue // Oct 6, 2008, 11:03am

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Here is a Camera Vibrator. You will have to Move or Animate this object in order to get Good Vibrations. :)
The standard tS7.6 LookAt tool does not work with this object, there for I have added a script to handle this.
Select the LookAt button and then the object that you want this Camera to Look at. Then select the
UnLookAt button to disengage it when finished. Unfortunately I was not able to retain this last known position
for some unknown reason.

Post by Burnart // Oct 6, 2008, 11:24am

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Perfect for that bumpy re-entry pov shot! Good on you trueBlue.
(Haven't played with it yet - I'm at work!)

Post by trueBlue // Oct 6, 2008, 11:33am

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Your welcome... I just updated this to include the Z as well.

Post by RichLevy // Oct 6, 2008, 11:44am

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Either I am doing something wrong or something is wrong with this. When I hook up the vibrator node to a camera (world matrix from vibrator to owner matrix in camera) I get an orange cube on the screen. When I hit the Eye View button it gives me the view from the cube.is this correct behavior?


Thanks for working on this :)


Rich

Post by trueBlue // Oct 6, 2008, 11:53am

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No need to hook up anything Rich. The Camera is included within. The Orange Constant color cube is the Camera's Dolly. It's only use is to see the whole object which you can make Invisible on the front panel. When you select the Camera View you are viewing from the Camera. When you select the Eye View you are back in the last Eye view used. Again you need to move or animate this object to get the Vibrations.

Post by RichLevy // Oct 6, 2008, 12:12pm

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Ok, that works now... how do I know which way is forward? The camera is inside the orange square? It did not work with the camera attached to it, but at least I knew I was a camera. I think the camera was facing the other way, it followed the cube but I think it was facing the lens of the cube/camera.


Rich

Post by hultek43 // Oct 6, 2008, 12:17pm

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This could prove useful if I would ever model and render something out to animation. Too busy downloading all this 'good stuff' and trying to get over culture shock from the version change. Thanks

Post by RichLevy // Oct 6, 2008, 12:18pm

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By the way, I think it is cool, just had me confused what was going on. If you can make the lens end different I think you have a pretty cool camera. I put a ground texture on the lens end so I know where the lens is pointed.


Rich

Post by trueBlue // Oct 6, 2008, 1:27pm

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Okay try this one and I think what you are suggesting is much better. Camera Dolly is now hidden.

Post by RichLevy // Oct 6, 2008, 1:49pm

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You nailed it True! :D This is really good. If there are not 20 flythru animations in the Animation Gallery context next month... well we have no hope :) I whipped together a pretty cool one just using the default sets.


Thanks!


Rich

Post by RichLevy // Oct 6, 2008, 2:02pm

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If you can make the X, Y and Z values keyframable you can do an ezzee in type shake as well as keyframe different intenmsities while animating. I can't think of anythng else, it really is fun just slamming the camera around and see if I can make myself sick watching the motion :D


Cool job.


rich

Post by trueBlue // Oct 6, 2008, 3:56pm

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Oh I can... I noticed the LookAt tool did not work with this object so I had to add another button for this purpose. See upgrade and notes in the first post. You should be able to keyframe the X, Y, Z, Pitch, Roll, and Limits by adding these Attributes to the Keying panel.

Post by RichLevy // Oct 6, 2008, 4:03pm

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Thanks True...

I've been having a ball playing around with this the last hour, even as a standard camera controll/dolly this is a big help. With my 2 monitor setup right now I am using a seperate 3D window off to the second monitor to control the camera and the primary to see the view from the camera. A very realistic way for this to work ;)
Now that I have full control of a single camera shoot, I gotta start practicing my three camera shoot setup :D (whic will be very cool, have three cameras recording the scene at the same time and just flip thru the camera to get the view for the editor... or record the scene 3 times and do the editing in post... very cool and very real)

Good idea on the Lookat feature.

Thanks again.

Rich

Post by Délé // Oct 7, 2008, 8:22am

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You're too fast for me these days tB. We'll have to start calling YOU flash now. :p


Seriously, nice work. :) :banana:


It's interesting to see how you went about it. That's an approach that I wouldn't have thought of.


I think I'll finish my shake camera anyway as it's a different approach and may be useful in different circumstances. I like yours though. :)

Post by trueBlue // Oct 7, 2008, 9:50am

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Hummm... I'm looking forward to what you come up with, as I know you will do it much better. I suck at math and I cheated by using a Random value script. Still this seems to offer only very subtle effects which is why I called it a Vibrator. I hope that you can figure a walking/running gait as that would be really cool. Would also be very cool if we could use these projects with Skeletons too!

Post by spacekdet // Oct 14, 2008, 11:01am

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Side effects may include:

Relief of hysteria.
Facial wrinkles smoothed away.
Slow the onset of baldness and gray hair.
Reduce anxiety and sweating palms.
Nausea

Post by ivampretti // Feb 4, 2009, 6:10am

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TrueBlue, I really liked of your camera vibrator, so that Im using it on an animation that I sold.


But Have problems to render it in realtime man. I attached the error below. It render the frames, but every frame I have to push the ok button, its an 1140 frames.


I made a modification, Just added an Vibrate boolean to enable or disable the vibration, I tried to remove the added code but occurred the same message.


Please helpeme, I took a long time to make the animation of the camera, I dont wanna loose my work.

Post by frootee // Feb 4, 2009, 7:01am

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Hi ivam.

I ran into the same problem.


In order to troubleshoot, this is what I did:


I made a copy of the script command/object.

In the copy, I switched to the attributes tab,

and removed the attributes, one at a time, in order to

find the attribute causing the problem.


Turns out it was the very first attribute. So I added it right back, and it was fine.


So, it may not be a script problem at all. It could be a corrupted attribute on a connector.


But, make a copy, and work on the Copy. That way you won't lose your work.


A couple other things I tried troubleshooting was, removing the connectors one at a time, and rerunning the script. I also used System Alerts in the script, to find the problem.


With a System Alert, you can print variable values, or even a simple string, like: 'dodo'. I say this because, you can move the System Alert around in the script to isolate the section of code that is corrupt:


If you have the alert in the middle of the script, and you do not see the alert window popup, then you move the system alert higher up in the script, until you do see the window popup. That helps you isolate the script error. This is useful when you get an unspecified error like this, or no error at all. Also, when your connectors do not get updated.

Post by ivampretti // Feb 4, 2009, 7:21am

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Thanks Froo, I learned a lot of things with you today. Cool!


But unfortunatelly I solved the problem before see your answer, I deleted the Vibrator jscript command, and keyframed the vibration by hand. Was not easy but it worked. :D


Thanks anyway!

Post by trueBlue // Feb 4, 2009, 7:54am

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Not sure exactly why you get an error yet.
The Watchdog may be the problem.
One thing you might try is add the Random_Out and all of the ExpandInMatrix attributes to the Keying panel. Make sure they are active (Red). See Capture. Record your animation and when done disconnect the WatchDog before playing your animation.
I'll have to look at this asap and see what I can do.
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