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View Full Version : LW 2015.3 Spline Control - Need Help!!!!!



Danakinobi
06-04-2017, 09:19 PM
Hello,

Trying to animate a boat going down a canal... Similar to a boat ride at any theme park.

I modeled the boat and the canal and I'm trying to use Spline Control as a way for the boat to follow the path of the canal.

Problem is, as soon as I activate it or select it in the boats motion modifier... The boat turns upside down and backwards.

As long as spline control is activated... I am unable to manually rotate the boat back around to it's original position.

I have tried rotating the boat before I activate spline control, but it flips the opposite direction regardless of what I do.

I've been watching the following tutorial on this. https://www.youtube.com/watch?v=kHAtN-gpyh8&t=256s

Made sure to Zero out the rotations and what not. But I can't seem to get around. Any suggestions?
136983136982

lino.grandi
06-05-2017, 02:56 AM
Create a Null and apply Spline Control to the Null. Do not apply Spline Control to the Boat. Parent the Boat to the Null. Now, whatever happens to the Null rotation, you'll be able to fix the rotation of the boat as needed.

GraphXs
06-07-2017, 05:38 PM
That is a nice tip...yes i love nulls! They are so handy in rigging or to avoid gimbal lock. NULLS are like Man's best friend...but in the World of 3D! :D

jwiede
06-07-2017, 08:07 PM
Create a Null and apply Spline Control to the Null. Do not apply Spline Control to the Boat. Parent the Boat to the Null. Now, whatever happens to the Null rotation, you'll be able to fix the rotation of the boat as needed.

It's an okay workaround, but kinda sub-par UX/UI* (esp. discoverability). It'd be better to be able to apply Spline Control directly to the object, but also (optionally) support applying a "pre-action" rotation compensation value as part of Spline Control params.

*: Because the outcome is unexpected, and depending on spline, difficult to accurately predict precise correction needed without trial and error.

Danakinobi
06-08-2017, 01:27 PM
Thanks for all the tips. What I originally did was parent my boat to the Spline control nod... Thinking this was the node that moved... But I was wrong... Yes, creating another null and parent that to the spline control and then parenting my boat to that null was the correct method. Trial and error.

jwiede ... Regarding "pre-action" rotation... I have no idea what that is. Can't find anything regarding it.

But here is a sample of what I'm trying to do.

https://youtu.be/cGBDeLDKeNM


I was actually trying to use Realflow to create the water and have the water drive the movement of the boat... But after about four weeks of trying this and going back and fourth with the folks at Realflow, I don't think it's something I can accomplish in their software.

Biggest problems is trying to get the boat just to float in the liquid... I found that Hybrido does not calculate buoyancy. So stuff just sinks unless you hand animate it.

Dyverso doesn't like using just simple objects to float. You have to use a rigid solver with the boat parented to it. But there are problems with that as well. Such as the mesh not being able to penetrate the box fill emitter.

https://youtu.be/rDEmJ6OF7RU

If the box is open on the top, you can use an emitter to poor water into the box. But this isn't very effecient... Eats up memory... and there is no garuntee the boat will float correctly.
https://www.youtube.com/watch?v=aeJEqNZzwYk

https://www.youtube.com/watch?v=tE9fBJXYrog