bones seems to throw a loading error on any version other than Sketchup v 8.
Included are two example skps, one with four keyframes and one without. Please try them out. If everything is OK then I will explain how to make a model that can be auto-named and -jointed. (Actually I need a bit more time to finish the joint business).
There seems to be plenty of potential in expanding on Matt's original initiative including stringing together keyframe modules - ease in starts, repeating intermediates, ease out finishes and so on.
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Edit Jan 28 2011
I have added the revised skel_ui.rb with the auto_joints and the skp that has the upper and lower limbs and body as components (to show what is needed from any model). There is no need to name the component definitions except for the body (must be called 'body'). Use auto name and auto joints and then check with view > faces > x ray & > shaded (to see red joints inside). Joint positions will probably need some tweaking. They are nested with their limbs, so need to open/close each to adjust and test as necessary.
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edit: swapped zip - found error in pivot joints
edit: added pix of name, joints and adjustment
edit 1.02 observer added to clear variables pre save
This plug-in provides the means to use Matt Scarpino's Skel animation module with existing model figures. There are dialogs that open from the context (pose and new frame) and View (Run, Auto name and Auto joints) menus. Please note the Ruby_tree.rb that helps process raw SU data and selections for the Skel
[Plugin] Skel_animation base extension 1.01 +.02
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[Plugin] Skel_animation base extension 1.01 +.02Last edited by chrisglasier on Wed Feb 02, 2011 3:40 am, edited 8 times in total.
With JSON machines we can analyse what is to be achieved so that IT can help with automation to achieve it.
Re: [Plug-in] Skel_animation base extension 1.00Thanks Chris. Gonna give this a go to see if it has other uses. Looks very impressive
![]() There's a frontroom and a backroom....reverse faces
Re: [Plug-in] Skel_animation base extension 1.00hi Chris,
hope your keeping well, 'mostly' working on the 'Mac', after the first run parts can end up 'hidden', and although you can use 'unhide all' to get them back and then continue, it can lead to SU crashing... john learn from the mistakes of others, you may not live long enough to make them all yourself...
Re: [Plug-in] Skel_animation base extension 1.00
Thanks for the test results. Can I explain the hidden business? The Skeleton is made from the component definitions and transformations of an old exploded skeleton (pose) or the master (first pose and run). Immediately before the skeleton is formed these templates are hidden. After the animation is complete the skeleton is exploded (pose) or erased (run) and the 'spent' body parts erased. Maybe you can see something there that is causing the splats. I don't seem to get them on my PC but I do notice loading and closing times are very variable, so it's obviously screwing around with SU's brains somehow. A bit beyond me really but I am sure it can be solved ... Tp With JSON machines we can analyse what is to be achieved so that IT can help with automation to achieve it.
1.01 added auto_joints and component requirementPlease see first post for additions
With JSON machines we can analyse what is to be achieved so that IT can help with automation to achieve it.
Re: [Plug-in] Skel_animation base extension 1.00 +.01Your mannequin seems like a very useful test-model for human figure animation. I posted some more about it on my Keyframe Animation topic here.
Re: [Plugin] Skel_animation base extension 1.01 +.02Hi Chris, just wondering have you taught about posting a tutorial video on how to set up a character for this feature, i downloaded the plugin but have no idea where to start with it
Bring on the Rain...
Re: [Plugin] Skel_animation base extension 1.01 +.02
I hadn't ... but as I am experimenting with using macro-type animation directly in the original interface (see demos in the lab of my website) ... I am thinking perhaps this could be another example of use. Meanwhile here is a quick video. Actually the action in SU itself is very much smoother. You can see by using QuinSkel 4 frames.skp from QuinSkps.zip and base extension 1.02. Then ... View > Skel_animation > Run View My Video Now I need to find out how I did it! With JSON machines we can analyse what is to be achieved so that IT can help with automation to achieve it.
Re: [Plugin] Skel_animation base extension 1.01 +.02Driven sent me to this thread and glad he did.
I'm very interested in knowing if there has been any further development on this since fall of 2011? I clicked on the website link... wouldn't load (http://glasier.hk/lab.php) And of course, I saw the video. Thank you for sharing with us. But can you share what the advances have been since? Re: [Plugin] Skel_animation base extension 1.01 +.02
Well this was a small foray into an area that is important to what I have been trying to achieve for ages. As an infographist you may be interested in having a look at my video channel (https://www.youtube.com/channel/UCbK31Y ... mVBaXw3DXA). I am currently working on a new entry which consolidates everything into the node-webkit approach. This means individuals can use their desktops as part of the Web something like people use their smart phones as part of telecommunications. I hope a few weeks more will allow me to explain this properly! With JSON machines we can analyse what is to be achieved so that IT can help with automation to achieve it.
Re: [Plugin] Skel_animation base extension 1.01 +.02Thank you for the heads up.
Re: [Plugin] Skel_animation base extension 1.01 +.02
Here is a preview of the video I mentioned. Skel appears around 3.00 in a collage showing different types of multimedia using html5 in node-webkit desktop windows instead of separately launched applications. I'm a bit concerned about the soundtrack. Is it acceptable on an amateur basis? With JSON machines we can analyse what is to be achieved so that IT can help with automation to achieve it.
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