Craft DirectInputLink is your link between the 3D program and your input device (a joystick, keyboard, 3dxMouse etc). Objects are steered and moved in real time with natural motion. Craft DirectInputLink can be used to add motion to previously animated objects. Some examples of what Craft DirectInputLink can be used for are moving a character’s head, extending/retracting landing gear on an airplane, and steering a gun turret on a tank.
Optimizing the scene
It’s wise to optimize the scene before starting to recording the animation. The scene is optimized by decreasing the amount of polygons shown during the recording. This is achieved by hiding objects not crucial to the part of the scene to be animated. Another tip is to use Craft Bounding Poly, which temporary lowers the amount of polygons for selected objects and allows for a smoother recording. |
Moves the ActuatorMesh forward or backward.
Moves the ActuatorMesh right or left.
Moves the ActuatorMesh up or down.
Rotates the ActuatorMesh right or left.
Rotates the ActuatorMesh up or down.
Rolls the ActuatorMesh right or left.
Spinners enables the change of parameter values with an input controller in real-time.
Hide Helpers
Hides the helper objects.
Hide Helpers during Recording
Hides the helpers during recording.
Hide Camera
Hides the camera.
Craft DirectInputLink has many different possibilities for types of motion. This article will explain principles that are applicable to all directions of rotation and translation. At the end of the article a few concrete examples will be given. There are three axes of motion: Forward/Backward, Right/Left and Up/Down. There are also three types of rotation corresponding: Yaw, Pitch and Roll. In each case you have the option of checking two boxes called Keep Trinary State and Integrate. The input settings are given the names ‘Forw/Backw Keep Trinary State‘ or ‘Pitch Up/Down Integrate‘. The principles are the same. There are then four different possibilities for these check-boxes. In the following explanations (0) indicates that a given check-box is not checked, and (1) indicates that it is checked.
Examples
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Forw/Backw Transl Response Factor
This is a value for how fast the ActuatorMesh reacts to user input. This input property can even be used to create a slow-down effect when the input value suddenly changes to zero – instead of the animated motion suddenly stopping. You do this by assigning a value less than (1). The ActuatorMesh will also slow down when it nears the limit of its particular path of motion, i.e. the top or the bottom. If Forw/Backw Transl Integrate box is checked, there will be a slight slow-down when you release the input device, before the ActuatorMesh stops.
Forw/Backw Transl Maximum
The maximum value for how far the ActuatorMesh can be moved forward or backward. If the Forw/Backw Transl Integrate box is checked, this value changes instead to the maximum speed.
The picture shows different Forw/Backw Transl Maximum values when the Transl Integrate box is not checked.
Forw/Backw Transl Change Limit
Limits the ActuatorMesh‘s speed. If the Forw/Backw Transl Integrate box is checked, this value will instead determine the acceleration rate.
Forw/Backw Transl Keep Trinary State
When this box is checked, the ActuatorMesh will move to the endpoint in a given direction, and remain there. When the assigned button on the input device is pressed again, the ActuatorMesh will return to its starting point. This function works for movement both forward and backward. If the Forw/Backw Transl Integrate box is checked, the ActuatorMesh will accelerate to its maximum speed and continue endlessly until it receives other input.
Forw/Backw Transl Integrate
When this box is checked, the ActuatorMesh will move freely along the current axis. Once you let go of the control the ActuatorMesh will stop at its current position and stay there.
Right/Left Transl Response Factor
This is a value for how fast the ActuatorMesh reacts to user input. This input property can even be used to create a slow-down effect when the input value suddenly changes to zero – instead of the animated motion suddenly stopping. You do this by assigning a value less than (1). The ActuatorMesh will also slow down when it nears the limit of its particular path of motion, i.e. the top or the bottom. If Right/Left Transl Integrate box is checked, there will be a slight slow-down when you release the input device, before the ActuatorMesh stops.
Right/Left Transl Maximum
The maximum value for how far the ActuatorMesh can be moved to the right or left. If the Right/Left Transl Integrate box is checked, this value changes instead to the maximum speed.
The picture shows different Right/Left Transl Maximum values when the Transl Integrate box is not checked.
Right/Left Transl Change Limit
Limits the ActuatorMesh‘s speed. If the Right/Left Transl Integrate box is checked, this value will instead determine the acceleration rate.
Right/Left Transl Keep Trinary State
When this box is checked, the ActuatorMesh will move to the endpoint in a given direction, and remain there. When the assigned button on the input device is pressed again, the ActuatorMesh will return to its starting point. This function works for movement both right and left. If the Right/Left Transl Integrate box is checked, the ActuatorMesh will accelerate to its maximum speed and continue endlessly until it receives other input.
Right/Left Transl Integrate
When this box is checked, the ActuatorMesh will move freely along the current axis. Once you let go of the control the ActuatorMesh will stop at its current position and stay there.
Up/Down Transl Response Factor
This is a value for how fast the ActuatorMesh reacts to user input. This input property can even be used to create a slow-down effect when the input value suddenly changes to zero – instead of the animated motion suddenly stopping. You do this by assigning a value less than (1). The ActuatorMesh will also slow down when it nears the limit of its particular path of motion, i.e. the top or the bottom. If Up/Down Transl Integrate box is checked, there will be a slight slow-down when you release the input device, before the ActuatorMesh stops.
Up/Down Transl Maximum
The maximum value for how far the ActuatorMesh can be moved upward or downward. If the Up/Down Transl Integrate box is checked, this value changes instead to the maximum speed.
The picture shows different Up/Down Transl Maximum values when the Transl Integrate box is not checked.
Up/Down Transl Change Limit
Limits the ActuatorMesh‘s speed. If the Up/Down Transl Integrate box is checked, this value will instead determine the acceleration rate.
Up/Down Transl Keep Trinary State
When this box is checked, the ActuatorMesh will move to the endpoint in a given direction, and remain there. When the assigned button on the input device is pressed again, the ActuatorMesh will return to its starting point. This function works for movement both up and down. If the Up/Down Transl Integrate box is checked, the ActuatorMesh will accelerate to its maximum speed and continue endlessly until it receives other input.
Up/Down Transl Integrate
When this box is checked, the ActuatorMesh will move freely along the current axis. Once you let go of the control the ActuatorMesh will stop at its current position and stay there.
Yaw (Right/Left) Response Factor
This is a value for how fast the ActuatorMesh reacts to user input. This input property can even be used to create a slow-down effect when the input value suddenly changes to zero – instead of the animated motion suddenly stopping. You do this by assigning a value less than (1). The ActuatorMesh will also slow down when it nears the limit of its particular path of motion, i.e. the top or the bottom. If Yaw (Right/Left) Integrate box is checked, there will be a slight slow-down when you release the input device, before the ActuatorMesh stops.
Yaw (Right/Left) Maximum
The maximum value for how far the ActuatorMesh can be rotated right or left. If the Yaw (Right/Left) Integrate box is checked, this value changes instead to the maximum speed.
The picture shows different Yaw (Right/Left) Maximum values when the Transl Integrate box is not checked.
Yaw (Right/Left) Change Limit
Limits the ActuatorMesh‘s speed. If the Yaw (Right/Left) Integrate box is checked, this value will instead determine the acceleration rate.
Yaw (Right/Left) Keep Trinary State
When this box is checked, the ActuatorMesh will move to the endpoint in a given direction, and remain there. When the assigned button on the input device is pressed again, the ActuatorMesh will return to its starting point. This function works for movement both right and left. If the Yaw (Right/Left) Integrate box is checked, the ActuatorMesh will accelerate to its maximum speed and continue endlessly until it receives other input.
Yaw (Right/Left) Integrate
When this box is checked, the ActuatorMesh will rotate freely around the current axis. Once you let go of the control the ActuatorMesh will stop at its current position and stay there.
Pitch (Up/Down) Response Factor
This is a value for how fast the ActuatorMesh reacts to user input. This input property can even be used to create a slow-down effect when the input value suddenly changes to zero – instead of the animated motion suddenly stopping. You do this by assigning a value less than (1). The ActuatorMesh will also slow down when it nears the limit of its particular path of motion, i.e. the top or the bottom. If Pitch (Up/Down) Integrate box is checked, there will be a slight slow-down when you release the input device, before the ActuatorMesh stops.
Pitch (Up/Down) Maximum
The maximum value for how far the ActuatorMesh can be rotated upward or downward. If the Pitch (Up/Down) Integrate box is checked, this value changes instead to the maximum speed.
The picture shows different Pitch (Up/Down) Maximum values when the Transl Integrate box is not checked.
Pitch (Up/Down) Change Limit
Limits the ActuatorMesh‘s speed. If the Pitch (Up/Down) Integrate box is checked, this value will instead determine the acceleration rate.
Pitch (Up/Down) Keep Trinary State
When this box is checked, the ActuatorMesh will move to the endpoint in a given direction, and remain there. When the assigned button on the input device is pressed again, the ActuatorMesh will return to its starting point. This function works for movement both up and down. If the Pitch (Up/Down) Integrate box is checked, the ActuatorMesh will accelerate to its maximum speed and continue endlessly until it receives other input.
Pitch (Up/Down) Integrate
When this box is checked, the ActuatorMesh will rotate freely around the current axis. Once you let go of the control the ActuatorMesh will stop at its current position and stay there.
Roll (Right/Left) Response Factor
This is a value for how fast the ActuatorMesh reacts to user input. This input property can even be used to create a slow-down effect when the input value suddenly changes to zero – instead of the animated motion suddenly stopping. You do this by assigning a value less than (1). The ActuatorMesh will also slow down when it nears the limit of its particular path of motion, i.e. the top or the bottom. If Roll (Right/Left) Integrate box is checked, there will be a slight slow-down when you release the input device, before the ActuatorMesh stops.
Roll (Right/Left) Maximum
The maximum value for how far the ActuatorMesh can be rolled right or left. If the Roll (Right/Left) Integrate box is checked, this value changes instead to the maximum speed.
The picture shows different Roll (Right/Left) Maximum values when the Transl Integrate box is not checked.
Roll (Right/Left) Change Limit
Limits the ActuatorMesh‘s speed. If the Roll (Right/Left) Integrate box is checked, this value will instead determine the acceleration rate.
Roll (Right/Left) Keep Trinary State
When this box is checked, the ActuatorMesh will move to the endpoint in a given direction, and remain there. When the assigned button on the input device is pressed again, the ActuatorMesh will return to its starting point. This function works for movement both right and left. If the Roll (Right/Left) Integrate box is checked, the ActuatorMesh will accelerate to its maximum speed and continue endlessly until it receives other input.
Roll (Right/Left) Integrate
When this box is checked, the ActuatorMesh will rotate freely around the current axis. Once you let go of the control the ActuatorMesh will stop at its current position and stay there.