Stephensons valve gear: Bones, IK solvers, etcetera.

Re: Stephensons valve gear: Bones, IK solvers, etcetera.

Postby TrabantDeLuxe » Thu May 26, 2016 11:51 pm

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Re: Stephensons valve gear: Bones, IK solvers, etcetera.

Postby Rockdoc2174 » Fri May 27, 2016 7:59 am

Nicely done, Sir!

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Re: Stephensons valve gear: Bones, IK solvers, etcetera.

Postby VictoryWorks » Fri May 27, 2016 9:15 am

Lovely!
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Re: Stephensons valve gear: Bones, IK solvers, etcetera.

Postby cjbarnes5294 » Fri May 27, 2016 12:24 pm

That looks truly spectacular, well done! You've really spoiled us valve gear aficionados!

Kind regards,
Chris
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Re: Stephensons valve gear: Bones, IK solvers, etcetera.

Postby TrabantDeLuxe » Fri May 27, 2016 4:51 pm

Thanks there gents. Those animations are really expensive to render, and kinda slow down the workflow. Shift-Q is my fav key combo in max sometimes it seems...

Anyway, with 16 frames to play with animating the valve stems is not going to be precise... Any pointers there? Feel like I've bitten a bit more of than I can chew, if that's the correct expression :lol: . Link to imgur gallery showing the challenge
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Re: Stephensons valve gear: Bones, IK solvers, etcetera.

Postby JamesLit » Sat May 28, 2016 12:30 pm

Correct me if I'm wrong but I believe 16 frames was stated as the way to do it but I'm sure there are plenty of anims out there that are more, is it a fundamental flaw with TS that drive animations can't be more, or is that possible? Can't see why other anims could be more but not drive ones.
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Re: Stephensons valve gear: Bones, IK solvers, etcetera.

Postby TrabantDeLuxe » Sat May 28, 2016 2:22 pm

The way I understand this is you've got two options:

  • Let the core code handle animations. When doing so, according to the dev docs, the wheel animation needs to have 16 frames.
  • Go into hardcore mode, and export the animation with as many frames as you'd like. Then, using lua, do addtime tricks and all that goodness to control the animation. In the bogie blueprint, we'll add the axles but don't add geometry ID's or animation ID's.

The latter is what the pros do I believe, as it lets you do fancy wheelslip physics.

Is this about right?
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Re: Stephensons valve gear: Bones, IK solvers, etcetera.

Postby JamesLit » Sat May 28, 2016 2:57 pm

That sounds right to me - thankfully the more complex way is how we'll be doing our stuff. :D Not a luxury everyone has got, of course... :?
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Re: Stephensons valve gear: Bones, IK solvers, etcetera.

Postby TrabantDeLuxe » Sat May 28, 2016 2:59 pm

I'm tempted to go and do complex, but you know, zero lua experience doesn't help. Don't suppose I can use matlab :P
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Re: Stephensons valve gear: Bones, IK solvers, etcetera.

Postby JamesLit » Sat May 28, 2016 3:01 pm

Have a word with Mr Barnes. ;)
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