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box flip animation
show user profile  rapidaction
hi fellow animators

want help from yourll i have given my query any help will appreciated



regards
rapidaction
read 1546 times
10/15/2008 2:06:02 AM (last edit: 10/15/2008 2:06:02 AM)
show user profile  mrgrotey
This thread may be of some help (though all images except mine are missing coz everyone is selfish and doesnt think others can benefit at a later time :p :) jk.

http://www.maxforums.org/thread.aspx?TID=447050&P=1




read 1542 times
10/15/2008 2:11:58 AM (last edit: 10/15/2008 2:13:07 AM)
show user profile  TiMoN
create an animation of the box rotating once.

in the curve editor you can select the keyframes and set them to straight line (look up ease in and ease out) In order to disable rotation slowing down and speeding up.

then look up "out of range controller" in order to make the rotation-animation loop.

Terribly boring signature.
read 1538 times
10/15/2008 2:14:31 AM (last edit: 10/15/2008 2:14:31 AM)
show user profile  rapidaction
hi timon

i sorry to say but can i get a example on a video if possible bcez i am not getting the exact point to make that animation i have tried twice.

thankz
rapidaction
read 1522 times
10/15/2008 4:30:24 AM (last edit: 10/15/2008 4:30:24 AM)
show user profile  TiMoN
no

Terribly boring signature.
read 1504 times
10/15/2008 5:28:53 AM (last edit: 10/15/2008 5:28:53 AM)
show user profile  TheVision71
heh
read 1496 times
10/15/2008 5:40:35 AM (last edit: 10/15/2008 5:40:35 AM)
show user profile  markoid
Lolz @ Timon

Rapidaction: YOU make a video of what you have, post it here, and we can help.
Keep trying, you have only found 2 ways that don't work, I'm sure there must be more than that.


WEBSITE


read 1492 times
10/15/2008 5:51:11 AM (last edit: 10/15/2008 5:51:11 AM)
show user profile  mrgrotey
Here's a method that should get you going...


1. Create your cube, then create a dummy helper object ('helpers' section in the create panel) and align it to the first corner of the cube where it will rotate. (use the pivot and vertex snaps for this, it needs to be accurate.




2. Move the time slidere on a few frames (I used a range of 1-15), then turn on Autokey and move the cube down exactly one cube's width, you might like to use snaps here too, or just type the distance in the keyboard entry area if you know the exact size.
Also rotate it 90° in the direction it should be going.

You should now have a cube that rotates and moves in the right direction, it just doesnt look right.




3. This is where a bit of manual work comes into play but its really quick when you get into it.

With autokey still enabled (and also pivot and vertex snaps enabled) move one frame forward and realign the corner of the cube to the dummy object. This will create a new key at that frame. then move on one more frame and realign the corner to the dummy again. Repeat this until you have got to the existing frame at the end of the cycle (i.e. I repeated this 14 times but it only took a minute or two)

Then turn off Autokey

see below...





4. Now your cube rotates once on its corner, you now need to make it continue. To do this, select the cube, then open the track view curve editor and select the two position tracks and one rotation track that contain the animation you just produced (these may differ to the ones in the image below depending on the way you made the cube travel)





5. Then hit the 'out of range' button
and click the image (or both the arrows) under the 'relative repeat' heading and click OK


Now you will see that the animation is repeating in the curve editor shown by the dotted lines after the keys.





6. Now you are done. drag the time slider to see your result





Hope it helps



read 1482 times
10/15/2008 7:27:00 AM (last edit: 10/15/2008 7:44:22 AM)
show user profile  markoid
That is actually a little more difficult than it looks *swallows another mouthful of humble pie*
Helped me Grotey.

Apologies to rapid for my last sarcastic reply.

WEBSITE


read 1433 times
10/16/2008 4:06:07 AM (last edit: 10/16/2008 4:06:07 AM)
show user profile  Dub.
hmmm...

You could make an expression to do this...

I see a sine wave and a 3rd order quadratic.

go math geeks go!


read 1424 times
10/16/2008 4:48:45 AM (last edit: 10/16/2008 4:48:45 AM)
show user profile  rapidaction
thanku very much mrgrotey for steps of that work flow thanks thanks a lot
hats off

regards
rapiaction
read 1370 times
10/18/2008 3:51:23 AM (last edit: 10/18/2008 3:51:23 AM)
show user profile  rapidaction
no markoid its ok u dont have to Apologies i hope u will help me in future also

regards
rapidaction
read 1367 times
10/18/2008 4:07:52 AM (last edit: 10/18/2008 4:07:52 AM)
show user profile  _3dioot
I thought we had come to a more simple and elegant solution quite some time ago? I am confused. Here is a movie.



3dioot
read 1355 times
10/18/2008 8:24:19 AM (last edit: 10/18/2008 8:28:26 AM)
show user profile  release2
Hey.. erf -- had an idea for an alternate way of doing the box flipping exactly on its corners. It's kinda lazy.

- move the pivot point of the cube (hierarchy tab) to the center of the first edge which will roll over, and animate the first roll of the cube with 2 keyframes.
- clone the cube for each separate roll you want to do, i.e cube1 cube2 ..
- position the 2nd cube to begin it's roll where the first one left off, and position the third one to begin where the 2nd one left off... etc. if you used exact dimensions for your box, this would help a lot here. i.e. 50,50,50 dimensions
- use the track view to turn all the cubes except the first one invisible (you must add a visibility track). after the first roll, have the track view hide the first box, and reveal the 2nd box... etc

hah, told you it's lazy :]
read 1339 times
10/18/2008 10:09:10 AM (last edit: 10/18/2008 10:09:10 AM)
show user profile  Kajico
Well to show there is more than one way to skin a cat here is my setup:

The Setup:

First take your box and position 5 dummies around it as shown in the image below:

Get the Linker tool and parent the objects in the way that I have show.

Box -> D1 -> D2 -> D3 -> D4 -> D5

Next you will animate the rotation of D1 - D4 as shown in the video below.



Make sure that every dummy has a rotation keyframe, even if it didn't rotate.

Next make a dummy right above the position of where your box has ended up. This is just a marker for later use as you'll see in the video. it does not actually control anything.

The video that continues shows how to loop the animation.






(\/) (°,,,°) (\/) Woop woop woop!




read 1311 times
10/18/2008 1:12:29 PM (last edit: 10/18/2008 1:12:29 PM)
 
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