Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Robot Volume 02 - Hybrid Rigging
You are here > Home > SimplyMaya Community Forums
Loading

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 04-11-2010, 10:03 PM   #1
ben hobden
Subscriber
 
ben hobden's Avatar
 
Join Date: Jul 2008
Location: Chelmsford, Essex, UK
Posts: 1,162
Thanks: 13
Thanked 89 Times in 85 Posts
Default A couple of more animation questions

Hi folks. Ive been continuing to slowly mock up the animation for my Hind helicopter scene. But I've hit another couple of snags. Im thinking both these problem's answer might lie in the same area, but Im not sure...the books I have dont address these issues.

The first one is attaching the Hind to a motion path. The Hind is sitting on the lift shaft, and I have keyframed the lift and the helicopter identically so that they both rise up at the same time, start and stop at the same place...etc - but - I then need to attach the helicopter to a motion path for the take-off part of the animation. But because the helicopters translate Y channel already has keyframes set on it, it's not allowing me to attach it to the animation path. Is their a way around this? Theres only two keyframes on the translate Y channel, one at frame 20, and one at about 360. Im trying to attach the motion path at about frame 410.

My second question is about the pre and post-infinity options that you can set on keyframes. On the landing lights on the platform I have keyframed the lights flashing on and off at the start of the timeslider,and then set the post-infinity option to cycle. Considering it is called 'post-INFINITY', is it very stupid of me to wonder whether this can be disabled later on in the animation. When the lift gets to the top, and, skylight, I want the lights to turn off, but they would still be turning on and off for a good 360 frames before that. Is their some way I can convert the 360 frames I already have to keyframes, without manually cutting and pasting lots of frames? Or will I just need to key the whole lot? I notice theres a cycle with offset option, but having read about this, I dont think that'll be suitable as it tails off the animation rather than cutting it dead...


http://vimeo.com/16513189 - This is a link to a playblast of what I have so far
ben hobden is offline   Reply With Quote
Old 05-11-2010, 01:06 AM   #2
bullet1968
Lifetime Member
 
bullet1968's Avatar
 
Join Date: Feb 2010
Location: Australia
Posts: 4,255
Thanks: 158
Thanked 651 Times in 621 Posts
Default

well I cant help you mate LOL I have only just started playing with animation myself. Looks bloody good though mate...well done so far.

Cheers bullet
__________________
bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
bullet1968 is offline   Reply With Quote
Old 05-11-2010, 01:17 AM   #3
Joey81
Subscriber
 
Joey81's Avatar
 
Join Date: Jan 2010
Location: Budapest, Hungary
Posts: 242
Thanks: 2
Thanked 30 Times in 29 Posts
Default Re: A couple of more animation questions

Hey Ben.

Nice vid! Unofortunately I am not good in animation
There re a lot Xpert here... someone ll help 4 sure


Joey
Joey81 is offline   Reply With Quote
Old 05-11-2010, 01:43 AM   #4
tweetytunes
Ravage3d - 10 years and still going
 
tweetytunes's Avatar
 
Join Date: Jan 2004
Location: Bolton - UK
Posts: 2,418
Thanks: 62
Thanked 159 Times in 152 Posts
Default

Only thing that comes to mind is create two files and animate them separately. Its simply but means its not one file but it will get the job done.

The first with it going up and flashing lights, the second delete the "y" keyframes and light animation and set up your path.

As long as you keep the same settings and camera no one will know.
__________________
All my images are in HD - Plz right click and view image.

3D Molder at AO.com.

X2 ,,
tweetytunes is offline   Reply With Quote
Old 05-11-2010, 03:31 AM   #5
bullet1968
Lifetime Member
 
bullet1968's Avatar
 
Join Date: Feb 2010
Location: Australia
Posts: 4,255
Thanks: 158
Thanked 651 Times in 621 Posts
Default

Sneaky tweety...I like it.
__________________
bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
bullet1968 is offline   Reply With Quote
Old 05-11-2010, 12:01 PM   #6
gubar
Registered User
 
Join Date: Mar 2007
Posts: 1,055
Thanks: 2
Thanked 59 Times in 56 Posts
Default

Hi,

couldn't you parent constrain the helicopter to the platform? That way you could just keyframe the platform on the way up, with the parent constrain keyed on. Once the elevator stops you could key of the parent constrain then begin the helicopter's animation.

cheers

gubar
gubar is offline   Reply With Quote
Old 05-11-2010, 12:59 PM   #7
ben hobden
Subscriber
 
ben hobden's Avatar
 
Join Date: Jul 2008
Location: Chelmsford, Essex, UK
Posts: 1,162
Thanks: 13
Thanked 89 Times in 85 Posts
Default

Gubar: The day before yesterday, I played with a camera and simple cube to see the difference between 'parenting', and a 'parent constraint.' It is the 'weight' attribute isnt it, that you would set a key on for this method? Its a floating point value between 0 and 1? So I would have the weighting of the constraint set to 1 right until the lift stopped, and then the following frame would key right back at 0? I think at the time I decided not to use the parent constraint, because I was worried that once the weighting was keyed off, the helicopter would tumble back down to the floor again....???

Tweet: I ended up doing just what you suggested. Duplicated the scene file, so that I can animate the lift rise part seperate from the take-off part. Same lights, render settings, camera etc. Broke the connections on the helicopters translate channels, and then attached to the motion path. Which actually worked slightly better than I thought it would, although hand keying the rotation of the helicopter as it travels the path was difficult and left me with a very messy looking timeline. The 'bank' attribute didnt seem to do alot. And the helicopter seems to speed along the first third of the curve and then take it's own sweet time travelling the rest of it. Whether this is just perspective, as it travels away to the off right, or actual real speed, Im not quite sure. i think I read there is a way you can control the spacing of the curve to alter the speed, but not quite got that far yet.

All: Cheers for the comments, I'll upload the playblast I have so far and then post a link here, if I cant adjust the timing of the motion along the path, I'll break it all and try again, or another method.
ben hobden is offline   Reply With Quote
Old 05-11-2010, 01:12 PM   #8
gubar
Registered User
 
Join Date: Mar 2007
Posts: 1,055
Thanks: 2
Thanked 59 Times in 56 Posts
Default

Hi Ben,

it wouldn't tumble to the floor, it would just cease to be parented to the platform,

cheers

gubar
gubar is offline   Reply With Quote
Old 05-11-2010, 01:57 PM   #9
tweetytunes
Ravage3d - 10 years and still going
 
tweetytunes's Avatar
 
Join Date: Jan 2004
Location: Bolton - UK
Posts: 2,418
Thanks: 62
Thanked 159 Times in 152 Posts
Default

No probs man - will be following this thread closely as the next few days I am going to do a small animation of my spaceship I won 3rd place for, and I`ll need alot of the same tricks your doing right now.
__________________
All my images are in HD - Plz right click and view image.

3D Molder at AO.com.

X2 ,,
tweetytunes is offline   Reply With Quote
Old 05-11-2010, 02:23 PM   #10
ben hobden
Subscriber
 
ben hobden's Avatar
 
Join Date: Jul 2008
Location: Chelmsford, Essex, UK
Posts: 1,162
Thanks: 13
Thanked 89 Times in 85 Posts
Default

Gubar: Thanks for the heads up. Appreciated.

Tweet: Cool. Good to have you on board. Be interesting to see how you get on.

Im just uploading another playblast to Vimeo, I've made 8 so far trying to get this right! In the last one I broke the connection of the paths U value so that I could hand key the speed the helicopter travels along it, the initial lift off the floor was just too quick. I think the speed now the helicopter travels along the path is better, although all the Hind Groups rotation keys are still there from the default speed so they now look out of place, have to re-key all of those. The Vimeo link above will get to the videos, but the latest 'more correct' playblast is still uploading right now. Should be good to go in 30-60 mins or so
ben hobden is offline   Reply With Quote
Old 06-11-2010, 03:15 AM   #11
Xander-0
Registered User
 
Xander-0's Avatar
 
Join Date: Feb 2005
Location: This Place
Posts: 220
Thanks: 0
Thanked 2 Times in 1 Post
Default

If I remember right, one of the 'Tips' tutorials Maya comes with (not one of the beginning ones - there's a whole bunch of other tutorials or 'how-tos' scattered throughout the documentation) covers the question of how to get animation to/from motion paths.
Other than that, I'd reccommend attaching the hind to both the platform and the motion path with a parent contraint (well, you probably need to attach a curve to the motion path, then parent constraint to that). Then, to animate moving between the two, simply change the weighting between the two different parent constraints. You should be able to get the helicopter to point 'along' the path by attaching another obect to the curve at a different u-value, and giving it an aim constraint.
__________________
Book Wise

http://X4nd5r.deviantart.com
Xander-0 is offline   Reply With Quote
Old 10-11-2010, 10:36 PM   #12
chilledoutredhead
rm3d
 
chilledoutredhead's Avatar
 
Join Date: May 2008
Location: northern ireland
Posts: 184
Thanks: 8
Thanked 31 Times in 29 Posts
Default

on a totally unrelated note, how do you get such a nice detailed playblast?
__________________
the more I Think I know about Maya the less I seem to know about it.

check me out www.rm3d.co.uk
chilledoutredhead is offline   Reply With Quote
Old 10-11-2010, 10:50 PM   #13
bullet1968
Lifetime Member
 
bullet1968's Avatar
 
Join Date: Feb 2010
Location: Australia
Posts: 4,255
Thanks: 158
Thanked 651 Times in 621 Posts
Default

I was wondering the same thing chilled...I have tried to replicate that but cannot get any detail in mine at all...it always looks like a 1980's video game!

cheers bullet
__________________
bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
bullet1968 is offline   Reply With Quote
Old 11-11-2010, 11:41 AM   #14
ben hobden
Subscriber
 
ben hobden's Avatar
 
Join Date: Jul 2008
Location: Chelmsford, Essex, UK
Posts: 1,162
Thanks: 13
Thanked 89 Times in 85 Posts
Default

ChilledoutRed/Bullet

It's just textures displayed in the viewport ('6' button), plus in the lighting tab of the viewport I have 'use all lights' checked.

I never went into the lighting tab until I did a lighting course, but now I use it all the time. You can switch of all the lights in the scene, and just use the default, or you can just have one on at a time (handy when placing lights), or, as in the playblast, all lights.

P.s Bullet. Sorry man, havnt checked the last attachment you sent, am about to do so now....!
ben hobden is offline   Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
Forum will be offline for a couple of hours on 12-07-2010 David Site News & Announcements 2 07-12-2010 03:57 AM

Thread Tools





A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletin® Copyright © 2000-2015, Jelsoft Enterprises Ltd.