PathAnimationIA
LScript version 2.5.1)
BRIEF This script enables an item to follow a "path" and offer the user complete timing control via an envelope (e.g. channel). "Path" animation in this script's method of operating means the motion path of another object other than the item the script is assigned to.
INTERFACE To operate, you must a select a Target Item. The local object (the object that the script is assigned to) will then follow that object's path based on a channel value. This channel can be called up by pressing the Edit Channel button. Position, and Rotation denote if you want to apply only position, or rotation, or both to the solution. Target Path Start denote the which frame the target motion path starts, and Target Path End denote the frame which it ends. When you select a Target Item, this defaults automatically to the last and first keys of the object. Of course, you can change this to cut the motion path short. The range between Duration Start and Duration End signifies the range that Path Animation will affect the motion of the object. If the Duration Start is higher than or equal to Duration End, this means that there is no range and Path Animation will consistently effect its solution to the item. To be clear, just in case the concept is confusing: the script uses the motion path of a particular item. But the script does not respect that motion path's time. Rather, it just uses the coordinates to plot out its location, at a certain percentage overall of the entire motion path (denoted by the Target Path Start and Target Path End), which, in turn, is dictated by a percentage channel.
PATH ANIMATION CHANNELS The script creates a Channel Group called PathAnimation. This is where all the controlling channels are stored. Channels are stored with names identical to the item they are assigned to. If you have assigned PathAnimationIA to a Camera called "TheCamera", then the channel name will be "PathAnimation.TheCamera".
***APPENDANT (02.29.03)*** I've included customized spline-to-motion import and export utlities. They are called ImportMotionCustomGN.lsc for Layout Generic, and ExportMotionCustom.lsc for Modeler. When running ExportMotionCustom for Modeler, you will simply be prompted for file you want to output to. Before ImportMotionCustomGN for Layout is run, you must have an object selected. You can have more than one object selection. When you run the script, you will be prompted for the location of the file you had saved in Modeler. This is always defaulted to the last exported file you did, so it's more convenient. You will asked for a start frame and frame separation. Start frame is sef-explanatory. Frame separation is how many frames to space the keyframes apart. A checkbox called Delete Old Keyframes (Position Only) will delete all keyframes before writing new ones. If this in unchecked, the script will append to the channel.
***APPENDANT (03.02.03)*** Fixed a Target Path Duration, and Duration bug.
***APPENDANT (03.05.03)*** Added BankerIA.lsc. This is a Motion Modifier that will bank the item it is attached to based on the heading turn rate. The relation between the heading the turn rate and the amount of the bank is user-specifiable by the use of the Sensitivity Multiplier. Maintain Bank Value Along Straightaways attempts to keep the bank value constant when no heading turn rate is being applied to the object. The other options are more self-explanatory.
Contact me at: faulknermano1@yahoo.com |
|