Missile woes

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Enigma229
Posts: 81
Joined: Sun Nov 30, 2008 8:51 pm

Missile woes

Post by Enigma229 » Wed Apr 29, 2009 5:28 pm

Hey can you guys take a look at this missile? It moves prior to me pressing the fire button. I've tried it standalone and parented to an object but it still does this.

rocket_example

Carl Buhre
Quality Assurance Consultant
Posts: 438
Joined: Mon Feb 25, 2008 12:59 pm
Location: Gothenburg, Sweden
Contact:

Re: Missile woes

Post by Carl Buhre » Mon May 04, 2009 1:48 pm

Enigma229 wrote:Hey can you guys take a look at this missile? It moves prior to me pressing the fire button. I've tried it standalone and parented to an object but it still does this.

rocket_example
Hello Enigma, I don't know what have happened to the scene but deleting the first keyframe and then doing a Resimulate will fix it. Does this problem happen a lot for you? Because I was unable to re-create it using a blank scene.

Enigma229
Posts: 81
Joined: Sun Nov 30, 2008 8:51 pm

Re: Missile woes

Post by Enigma229 » Thu May 07, 2009 10:00 am

I have no idea what happened but it seems to be working now. :?

Enigma229
Posts: 81
Joined: Sun Nov 30, 2008 8:51 pm

Re: Missile woes

Post by Enigma229 » Thu May 07, 2009 10:10 am

BTW- This is something different and pertains to the Observer Cam.

What is the Spinner: Walk Cycle Fade Out Factor for and would that allow me to change the walk cycle frequency from say, walking to running? It seems like right now if I want to have this effect when moving around I have to press the assigned button for the walk cycle frequency on my gamepad and only animates the current value (if I put a high amplitude value I will get that even if I am just moving slowly).

Hope this makes sense.

Carl Buhre
Quality Assurance Consultant
Posts: 438
Joined: Mon Feb 25, 2008 12:59 pm
Location: Gothenburg, Sweden
Contact:

Re: Missile woes

Post by Carl Buhre » Thu May 07, 2009 11:00 am

Enigma229 wrote:BTW- This is something different and pertains to the Observer Cam.

What is the Spinner: Walk Cycle Fade Out Factor for and would that allow me to change the walk cycle frequency from say, walking to running? It seems like right now if I want to have this effect when moving around I have to press the assigned button for the walk cycle frequency on my gamepad and only animates the current value (if I put a high amplitude value I will get that even if I am just moving slowly).

Hope this makes sense.
Spinner: Walk Cycle Fade Out Factor affects the motion the camera makes after you let go of the input that triggers the walking cycle. A low value will exit the cycle motion very slowly while a high value will end the motion very quickly (might be the other way around, I hope I'm not mistaken).

Unfortunately there's no input for direct running motion, you will have to do it in two takes. First record the walking motion, stop recording, enter the configuration and change the values to represent a running motion and then continue recording.


I will add a "run cycle" input as a suggestion of improvements to Craft ObserverCam.

Enigma229
Posts: 81
Joined: Sun Nov 30, 2008 8:51 pm

Re: Missile woes

Post by Enigma229 » Thu May 07, 2009 1:31 pm

Thanks Carl, I will try your idea.

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