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Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Tutorials and Demonstrations > Newton Physics
jason1025
Can someone check out this video towards the end? Matt was unable to figure out how to effect the rotation and make the coin come in from the other side. Does anyone know why or how to do this based on Matt's example? see link below.


http://campbellanimation.com/JBB_Newton%20...20Tutorial.html
robcat2075
I've never done anything with Newton yet, but my first gambit on changing the direction of travel of that penny would be to go into the action (or a copy) and flip the translation channel that makes it go in the direction I'm wanting to reverse.

Select that whole channel> RMB>Flip>Y-axis (Value)
jason1025
Hi Robert

Other than Matt I don't know who else can solve this on the forum.

Please see attached video. I need your expertise/help.
jason1025
wow you replied before I even asked for your help.

Can you post a screen grab where the "whole channel is" I cant find where to right click to get that option.
jason1025
I think I rmb in the right spot but it had no effect I tried all the transform channels after lassoing the keyframes and again no effect.
robcat2075
Expand the tree for the action ( the action, not the action in the chor) until you see the separate channels for what ever bone that penny is attached to.

Select one so it alone is displayed on the screen

Group select all its keyframes and flip them
jason1025
QUOTE(robcat2075 @ Nov 18 2010, 05:57 PM) *
Expand the tree for the action ( the action, not the action in the chor) until you see the separate channels for what ever bone that penny is attached to.

Select one so it alone is displayed on the screen

Group select all its keyframes and flip them



No effect, However the x "time" value does have an effect.

The model just has the default bone, no additional bones were created. could that be the problem?
jason1025
Any ideas?

I cant believe there is not a direct way to globally adjust the rotation of an action.
robcat2075
If that action is moving the penny, there's gotta be something somewhere with channels doing the moving.

Object simulated with Newton (my first one!) with channel found and selected and about to be inverted:

Click to view attachment


When I flip that channel it changes the direction the object moved.

robcat2075
QUOTE(jason1025 @ Nov 18 2010, 08:13 PM) *
I cant believe there is not a direct way to globally adjust the rotation of an action.


It seems a rather rare need.

In Matt's case he's got a whole library of actions doing different directions. He could just substitute one that has the direction he wants.


Normally you can reorient an action by rotating the Model bone in the chor, since Actions normally animate children of the model bone, but Newton animates the Model bone itself.


Or does it? Can it animate regular bones instead? That would eliminate the problem.
jason1025
QUOTE(robcat2075 @ Nov 18 2010, 06:17 PM) *
If that action is moving the penny, there's gotta be something somewhere with channels doing the moving.

Object simulated with Newton (my first one!) with channel found and selected and about to be inverted:

Click to view attachment


When I flip that channel it changes the direction the object moved.



it actually worked when you did this?
jason1025
QUOTE(robcat2075 @ Nov 18 2010, 06:17 PM) *
If that action is moving the penny, there's gotta be something somewhere with channels doing the moving.

Object simulated with Newton (my first one!) with channel found and selected and about to be inverted:

Click to view attachment


When I flip that channel it changes the direction the object moved.



OK instead of fliping at this point in your picture. export your chor action as an action.
Create a new chor
import your model into the new chor
import the action you exported
add the action to your model.
now try to change the channels by flipping them.

It does not work for me.
Basically I am stuck out of luck unless you can figure out away to flip an action.

From now on I can use your method to export multiple directions from 1 action created by newton. Its less efficient than just adjusting after the fact but it may be my only work around.
robcat2075
QUOTE(jason1025 @ Nov 18 2010, 08:48 PM) *
OK instead of fliping at this point in your picture. export your chor action as an action.
Create a new chor
import your model into the new chor
import the action you exported
add the action to your model.

now try to change the channels by flipping them.


Yes, i can do that.

Remember you have to go back to the original action and edit the channel there.

It works for me. Changes direction and everything.



jason1025
QUOTE(robcat2075 @ Nov 18 2010, 07:01 PM) *
QUOTE(jason1025 @ Nov 18 2010, 08:48 PM) *
OK instead of fliping at this point in your picture. export your chor action as an action.
Create a new chor
import your model into the new chor
import the action you exported
add the action to your model.

now try to change the channels by flipping them.


Yes, i can do that.

Remember you have to go back to the original action and edit the channel there.

It works for me. Changes direction and everything.



I am using Beta 64bit.

I will try it on 15
robcat2075
QUOTE(jason1025 @ Nov 18 2010, 09:02 PM) *
I am using Beta 64bit.


So am I.

Don't make me come over there! I'm warning you kids...
jason1025
QUOTE(robcat2075 @ Nov 18 2010, 07:07 PM) *
QUOTE(jason1025 @ Nov 18 2010, 09:02 PM) *
I am using Beta 64bit.


So am I.

Don't make me come over there! I'm warning you kids...



lol


OK

Its a miss leading option because because I was selecting the key frames in the other view not spline view. In the other view not spline view it allows you to right click and choose (x time) and it works but (y value) does not. The only way to get y value to work is by choosing that option in spline view in the timeline as you have shown in your screen grab.

Thanks for the help Robert.

Now can you solve the other newton puzzle?

robcat2075
QUOTE
Its a miss leading option because because I was selecting the key frames in the other view not spline view.


What part of the screen capture posted above showing me doing it in the spline view did not look like I was doing it in the spline view?



Click to view attachment
jason1025
Why should it be contextual? WHy does it show the option in both views but only actually work in 1.

but I shouldn't even complain anymore. the time for that has passed. Now I just smile.gif and accept what the software have given me.
jason1025
Thank you for the video tutroial
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