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prospector
03-09-2004, 08:13 PM
I see some stuff for expressions on your tut site,
specificaly this :

MBLightWave 3D Expressions Part 1: Nuts And Bolts

Are the other parts somewhere else (not on that page and no links to other pages there).

I need to learn this and that first part was basic enough for even me. BUT I need more!!!

Kurtis
03-10-2004, 08:57 AM
I can't speak for anything currently being developed for our site, but you might want to try LightWave Tutorials on the Web: Expressions/Sliders/Motion Modifiers (http://members.shaw.ca/lightwavetutorials/motion.htm#Expressions)

prospector
03-10-2004, 09:29 AM
K, Thanks


Looking for something that should be really simple to do (cept for me)

Kinda like ;
If bone 1 rotates 90 degrees then bone 2 rotates half of 1s degrees.

But I have brain implosion when it comes to this stuff.

themaxx
03-10-2004, 10:27 AM
on the second bone you could do this expression:

[firstBone.Rotation.H] / 2

prospector
03-10-2004, 11:38 AM
See ??
That's why your name says 'Super Genius' and mine only says 'Member':D

So if I read this correctly;

I need to put an expression on what I want to have result to be and *not* the driving bone?

And I can change the H to another channel? Or direction?

And I can do this even if the bones aren't even close in the skeletal system?

Now...where does it go on the second bone?
I mean where do I put this info?
Same channel?
Or can I do another channel to rotate second bone 90 degrees on Y and half the amout that bone 1 moves?

Hmmm, gotta set up a 2 bone scene and play with this.

themaxx
03-10-2004, 12:15 PM
Originally posted by prospector
I need to put an expression on what I want to have result to be and *not* the driving bone?

right.


And I can change the H to another channel? Or direction?

Yup.


And I can do this even if the bones aren't even close in the skeletal system?

Right again.


Now...where does it go on the second bone? I mean where do I put this info? Same channel? Or can I do another channel to rotate second bone 90 degrees on Y and half the amout that bone 1 moves?

You put the expression on the channel(s) you want to affect. Getting 90 degrees plus half the rotation of bone 1 looks as you would expect:

90 + [firstBone.Rotation.H] / 2

Or, you can get the keyframed value plus half the rotation of bone 1:

Value + [firstBone.Rotation.H] / 2



Hmmm, gotta set up a 2 bone scene and play with this.

as they say in gaming: GL. HF.

prospector
03-10-2004, 01:51 PM
Well, no matter how I try to put this stuff, I get the same errors.

Blue bone is bone01
Yellow is bone02

I highlighted the channel on bone02 that I want to effect
then I wrote the expression (making sure that caps and everything was exact)

and I get the error in pic.

ARRGGGG!

themaxx
03-10-2004, 01:55 PM
i'm not an expert on this stuff, but i think the bone is only accessible via the object it belongs to so you might have to do something like:

[myObject.Bone01.Rotation.H]

prospector
03-10-2004, 01:57 PM
[firstBone.Rotation.H] / 2

That was your example

This is mine
[Bone01.Rotation.H] /2

except for name of bone it *looks* the same to me

Yet when I rotate bone 1 nothing happens to bone 2, no matter which way I rotate it (figuring I might have got the wrong channel)


It's ONLY 2 bones!!!!
what is my brain NOT grasping???

gjjackson
03-10-2004, 02:26 PM
Prospector:

Just curious, have you tried Amelie Visual expression editor. It makes such as this much easier, for only $49.

themaxx
03-10-2004, 02:30 PM
Originally posted by prospector
It's ONLY 2 bones!!!!
what is my brain NOT grasping???

You need to prepend the name of the object that the bone belongs to:

[objectName.boneName.Rotation.H]

that should get rid of the error.

prospector
03-10-2004, 04:02 PM
Just curious, have you tried Amelie Visual expression editor
No, I didn't know about it..

Usually when I saw the word expression, I went screaming away from the computer.:)

But I guess it really pays to learn this stuff, so I'm back.