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samuraijkm

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Viewing 15 posts - 1 through 15 (of 25 total)
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  • in reply to: help needed with wire animation problem #39055
    samuraijkm
    Customer

    Ok, so I was finally able to produce some positive results. It is kind of a workaround.

    I basically set everything’s posed position to be the rest pose and applied the armature on the mesh. Once everything was in the rested state at frame 0, I deleted the spline IK and the curve. Added regular IK to the end of the chain by adding a target bone. Then added child of constraints to lock the chain to the base of the robot arm. I then baked all the armatures to action keys clearing all constraints and then finally added a child of constraint to the first bone to lock it back to the base. Now I have to repeat this for all my wires on the mesh.

    Seems convoluted for sure, especially because if I have to change the animation I’m screwed and have to start over. :wacko:

    Guess I will have to have a prebaked and baked file to allow for alterations. Anyway, I am attaching the file for you or anyone to see if you are curious.

    Also, I found this video on the web which helped a lot. Here it is for reference – https://drive.google.com/file/d/1OC5zo6EpKDnA5EdgUv02uKFBGZm4gidS/view

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    in reply to: help needed with wire animation problem #39043
    samuraijkm
    Customer

    So if the wire is baked somehow, what part of the main animation has a key at frame 0 ? every part of the robot arm or just the main bone ?

    in reply to: help needed with wire animation problem #39037
    samuraijkm
    Customer

    Hi Yuri,

    Thank you for helping me sort through this…

    It still isn’t quite right. See the images attached. The file I sent you has the wire attached at a knob on the side of the piston. The one you sent back it’s floating in the middle of the piston.

    I thought that there might be a way to keep it aligned, but when I tried to replicate what you did, mine was in a different spot.

    Can you explain what keyframe you added frame 0 in more detail? Was it the armature of the base robot arm, was it for all the bones or just the main bone ? I’ve tried both and it still looks the same. I feel like I’m so close to figuring it out but nothing seems to be working. :unsure:

    Sincerely,
    Jason

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    in reply to: help needed with wire animation problem #39035
    samuraijkm
    Customer

    Hi Yuri,

    It still isn’t quite right. See the images attached. The file I sent you has the wire attached at a knob on the side of the piston. The one you sent back it’s floating in the middle of the piston.

    I thought that there might be a way to keep it aligned, but when I tried to replicate what you did, mine was in a different spot.

    Can you explain what keyframe you added frame 0 in more detail? Was it the armature of the base robot arm, was it for all the bones or just the main bone ? I’ve tried both and it still looks the same. I feel like I’m so close to figuring it out but nothing seems to be working. :unsure:

    Sincerely,
    Jason

    • This reply was modified 7 months, 3 weeks ago by samuraijkm.
    in reply to: help needed with wire animation problem #39032
    samuraijkm
    Customer

    glitch

    • This reply was modified 7 months, 3 weeks ago by samuraijkm.
    • This reply was modified 7 months, 3 weeks ago by samuraijkm.
    in reply to: help needed with wire animation problem #39023
    samuraijkm
    Customer

    Hi Yuri,

    It still isn’t quite right. See the images attached. The file I sent you has the wire attached at a knob on the side of the piston. The one you sent back it’s floating in the middle of the piston.

    I thought that there might be a way to keep it aligned, but when I tried to replicate what you did, mine was in a different spot.

    Can you explain what keyframe you added frame 0 in more detail? Was it the armature of the base robot arm, was it for all the bones or just the main bone ? I’ve tried both and it still looks the same. I feel like I’m so close to figuring it out but nothing seems to be working. :unsure:

    Sincerely,
    Jason

    • This reply was modified 7 months, 3 weeks ago by samuraijkm.
    • This reply was modified 7 months, 3 weeks ago by samuraijkm.
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    samuraijkm
    Customer

    Hi Yuri,

    This worked! Sorry I meant to let you know previously but got tied up on another job. Thanks for the help.

    samuraijkm
    Customer

    Hi Yuri,

    The application is live on this page – https://www.ifm.com/us/en/us/machine-solutions/logistics-automation/extendable-conveyor

    Now granted this is not the functionality that the client wants. Right now I have the conveyor animating a drop in the beginning and then it starts everything. What I’d like to have is it start later in time and reverse the animation to the start. If you click on machine performance and click the blinking dot you will see the full animation.

    I am attaching my puzzles to look at. It’s pretty simple set up. I have set animation frame to 120 in the main code area and it then calls a procedure that at the end starts another procedure that plays the animation backwards from 120 to 1. When I execute it like this, it ignores the set frame, then pops to the set frame after its done the intro anim and then never animates backwards. It just gets stuck. I am attaching a video of the glitchy version to show you what I mean.

    Not sure why it wouldn’t execute the set frame first or animate it correctly in reverse ? I even put it in the procedure at the top and that doesn’t work either.

    • This reply was modified 8 months, 1 week ago by samuraijkm.
    • This reply was modified 8 months, 1 week ago by samuraijkm.
    • This reply was modified 8 months, 1 week ago by samuraijkm.
    • This reply was modified 8 months, 1 week ago by samuraijkm.
    • This reply was modified 8 months, 1 week ago by samuraijkm.
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    samuraijkm
    Customer

    Thanks for the info Mikhail,
    Ok, so I went to the trouble of recreating the animation with bones instead of modifiers. I then baked the key frames of the bones. Upon exporting the verge file, it works but takes forever to export and I’m sure the gltf file is not optimized at this point.

    Can you please take a look at my file and let me know if there is a better way to do this or export it ?

    PS- I’m attaching one file with the original armature and another version after I baked frames.

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    samuraijkm
    Customer

    Ah, that did the trick Mikhail! Thanks :yahoo:

    in reply to: WebGL partial glitch with armature baked action #30385
    samuraijkm
    Customer

    Thanks Yuri,

    I will try that for now.

    Jason

    in reply to: WebGL partial glitch with armature baked action #30378
    samuraijkm
    Customer

    Hi Yuri,

    I isolated the problem into this blend file. I had to delete all images to get small enough to zip and send, but it shows the issue correctly.

    Let me know what you find out.

    Thanks,
    Jason

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    in reply to: parts frozen when switching cameras #25888
    samuraijkm
    Customer

    Awesome, thanks Yuri!

    in reply to: parts frozen when switching cameras #25630
    samuraijkm
    Customer

    Ok, thanks for your fast responses and the fix! :yahoo: What is the time frame of the 3.1pre3 release ?

    in reply to: parts frozen when switching cameras #25626
    samuraijkm
    Customer

    Hi Yuri,

    You have to use the password wrqkd9wj when you click the link to get to the download. Yes, it can be reproduced locally when running from the manager.

    -Jason

Viewing 15 posts - 1 through 15 (of 25 total)