mcjKeepOrient for DS 1,2,3,4

mcjKeepOrient is the perfect companion for my other script, mcjAutoLimb

select a node and mcjKeepOrient will compute the rotations required to maintain this body part's orientation, for the duration of an animation



In this animation you can see that the ankle of the foot with the red dot
hovers at a constant height in relation to the floor.
Obtaining this neat ankle trajectory was obtained using mcjAutoLimb.

This is a 60 frames animation, Usually forcing the foot to stay still
as it rests on the floor, means spending possibly an hour, tweaking the ankle rotations,
and when you're done, there's visible trembling and jumps .


That's mcjKeepOrient's purpose

in our example, i set the timeline to a playrange of frames 0 to 60

i go to frame 0

i position the foot with great care like this


in our example, i set the timeline to a playrange of frames 0 to 60

i go to frame 0

i position the foot with great care like this

i make sure the foot is selected

i launch mcjKeepOrient



i select "playrange" as the range of frames to be processed

i leave step at 1 since i want i ankle keyframe per frame
i click the Do It button and , it's done

the script went through each frame and repositionned the foot so
that it is always oriented as the first frame of the playrange

the result, extreme precision and we saved hours of work :)


in the animation below, mcjKeepOrient was used to make Aiko look at us as she moves her body




ċ
mcjKeepOrient.zip
(13k)
mCasual Jacques,
May 21, 2010, 10:09 AM
ċ
mcjKeepOrientManual.zip
(616k)
mCasual Jacques,
May 21, 2010, 10:09 AM
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