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Darren01
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Darren01
Posted 14 Years Ago
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 654,
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I'm really having trouble creating a path, to where I want it to go in a 3D space (iClone 4 Pro) :crazy: For instance, I'm trying get one character to throw a bag from up on a boat, down to another character at ground level. To make the bags flight realistic, I thought I'd create a curved path from one character to another for the bag to follow. But do you reckon I can do it ? I've tried setting the path from above, and beside the characters (both directions) but it seems like an impossible feat, lining up the pointers on all axis's. The two characters are standing directly in line (on the same X axis) yet, when I plot the path markers, one or two will randomly end up travelling into the distance on the z-axis. It looks fine from the side, but when I swap to an overhead view the path is all over the place. When plotting the path pointers, it seems iClone has trouble interpreting which axis I'm moving on. I move the mouse across the screen (X-axis) to plot the next point, and rather randomly iClone moves back along the Z axis. I want to maintain the Z-axis, the only axis I want to change is X-axis and Y-axis as the bag is thrown from one character (in a vertical or Y-axis) arc. I don't want it travelling along the Z-axis into the distance. If I get the path right in the side view, it's all wrong in the view from above. So I adjust the path from the above view and it's all wrong again in the side view..... is there a trick/method that I'm missing here ? I've always had this problem with plotting in the air. The only other thing I was thinking of trying is opening a new screen, plotting an arc flat on the ground plane, saving it, load it into the scene and then invert it so it's standing upright ?? Surely there would be a simpler method than this.... any assistance greatfully accepted! cheers
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Keith_MPS
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Keith_MPS
Posted 14 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 385,
Visits: 1.3K
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After you create the path, click on Edit Path in the Modify panel on the right. From here you can move each individual control point. Click on one of the control points and select the Move tool at the top. It's usually easier to use the "gizmo" at this point. If you don't see the X/Y/Z arrows, press Control-Q to toggle the gizmo on.
It's very easy to make a flight path once you realize that you can position each point individually in the "Edit Path" mode. Once you're done editing the path, click on Edit Path again to get out of edit mode.
If you happen to have "Project to Terrain" checked (just under the Edit Path button), the control points will be stuck to the ground - so make sure it's unchecked.
- Keith
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Darren01
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Darren01
Posted 14 Years Ago
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 654,
Visits: 4.1K
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thanks for the reply :) Yeah I do use the edit mode to adjust all the pointers, but it's still a very awkward thing to use. Trying to get the pointers/gizmo to move on the correct axis is often near impossible. I move the mouse sideways in an effort to move across the x axis and the pointer/gizmo might move across the z axis, but repeat the same move on the next gizmo and it might decide to move on the x-axis. I have to keep flicking between views from above and views from the side until I can get the path as close as possible. Usually I end up having to compromise by moving the prop to suit the path, rather than the other way around. I'd really like to be able to control the individual gizmos using XYZ coordinates, as you do when you want to accurately move an avatar or prop. That way you know what axis you are actually moving on. Unfortunately it seems there is no option to do this. I think you can only adjust the entire path collectively, using XYZ coordinates...
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Cricky
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Cricky
Posted 14 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
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Just use transforms for the item being thrown. Once the positions appear on the time line, then you can highlight and create a Path from the transforms...makes arcing easy and the item can be speed controlled more precisely using path position once it is linked to the path created from the transforms. A lot easier than trying to create a path from scratch in mid-air...took about 2 minutes to make this one.
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Darren01
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Darren01
Posted 14 Years Ago
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 654,
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now that's the way to do it! I like it a lot, much better control I wasn't aware that you could convert transform key frames to a path thanks for putting that video together for me, Cricky! much appreciated as always
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Darren01
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Darren01
Posted 14 Years Ago
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Group: Forum Members
Last Active: 4 Months Ago
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sw00000p (7/1/2011) It's truly sad when you can't simply grab something and move it precisely where you want it, in 3D space.... All the hoops and barrels one has to jump through just to get "Basic Movement."
Hope you can perform simple placement of objects in iClone5.
sw00000pyeah I agree with you there, I'd be happy to see less new features like 3D etc in favour of more refinement of the existing tools. iClone currently has a huge array of features, but there are quite a few of those features I end up finding it's just easier to keyframe because they are so difficult & unpredictable. I've lost count of how many times my productions have lost momentum and/or completely come to a grinding halt because a basic, rudimentary feature (like walking from one place to another) doesn't work as it should. I've got one scene in this current project I'm working on that I gave up on in the short term because I can't stop the avatar from disappearing under the terrain everytime I try to make him walk the deck of a yacht. I've just skipped the scene and will try and figure at another time, otherwise I'd end up abandoning the project alltogether. I think the path function certainly could do with a lot of work in regards to making it easier to use. I get a lot of unpredictable results. But for the mean time, Cricky's suggestion will make things a lot easier, we are lucky to have so many experienced people here willing to help us get us past these brick walls!
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Paumanok West
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Paumanok West
Posted 14 Years Ago
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Group: Forum Members
Last Active: 11 Years Ago
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Darren01 (7/1/2011)I think the path function certainly could do with a lot of work in regards to making it easier to use. I agree! :pinch:
General Picture - animating now to life itself(tm) Member of Content Wizards
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Keith_MPS
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Keith_MPS
Posted 14 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 385,
Visits: 1.3K
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Darren01 (7/1/2011) Trying to get the pointers/gizmo to move on the correct axis is often near impossible. I move the mouse sideways in an effort to move across the x axis and the pointer/gizmo might move across the z axis, but repeat the same move on the next gizmo and it might decide to move on the x-axisEither I'm misunderstanding you, or you're misunderstanding me. With the gizmo enabled (control-q), you simply grab the arrow and drag it along that axis. It can't move along any other axis if you only have one arrow highlighted. It's very easy to position it exactly where you want it.
- Keith
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Darren01
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Darren01
Posted 14 Years Ago
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Group: Forum Members
Last Active: 4 Months Ago
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gnasche (7/2/2011)
Darren01 (7/1/2011) Trying to get the pointers/gizmo to move on the correct axis is often near impossible. I move the mouse sideways in an effort to move across the x axis and the pointer/gizmo might move across the z axis, but repeat the same move on the next gizmo and it might decide to move on the x-axisEither I'm misunderstanding you, or you're misunderstanding me. With the gizmo enabled (control-q), you simply grab the arrow and drag it along that axis. It can't move along any other axis if you only have one arrow highlighted. It's very easy to position it exactly where you want it.  ah ok, I was thinking the gizmo was the arrow things that mark the points on the path. cheers I'll give that a go
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Keith_MPS
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Keith_MPS
Posted 14 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 385,
Visits: 1.3K
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sw0000p, yeah I hate that as well because you have to take one component and place it relative to the main component which is relative to the global coordinates. It's annoying when working with child/parent prop animations.
However, for Darren's problem (which is the only thing I'm addressing in this whole thread), getting a control point to a desired location isn't very difficult when you use the gizmo.
- Keith
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