an example .dat file, please

Discuss Papagayo issues here

Moderators: Fahim, Distinct Sun, Víctor Paredes, erey, Belgarath, slowtiger

Post Reply
User avatar
slowtiger
Posts: 5493
Joined: Thu Feb 16, 2006 6:53 pm
Location: Berlin, Germany
Contact:

an example .dat file, please

Post by slowtiger » Thu Oct 20, 2011 10:26 pm

Papagayo 1.2 won't start on my Mac OS 10.4, although it should. Oh my.

I don't really need it right onw, but could anybody please be so kind and post a (short) .dat-file, so I can write my own by hand?
User avatar
Víctor Paredes
Posts: 4952
Joined: Wed Jan 26, 2005 12:18 am
Location: Ireland/Chile
Contact:

Post by Víctor Paredes » Thu Oct 20, 2011 10:38 pm

It's very simple, actually.

Code: Select all

MohoSwitch1
12 E
13 etc
15 AI
16 MBP
17 O
19 etc
20 E
21 etc
23 AI
24 E
25 etc
26 AI
28 MBP
29 AI
30 etc
31 E
32 U
33 E
34 etc
36 AI
38 etc
39 MBP
41 E
42 etc
44 AI
45 etc
47 O
48 etc
49 E
50 L
51 AI
52 MBP
53 O
54 etc
56 E
57 L
58 AI
59 E
60 etc
61 MBP
63 E
64 etc
65 E
67 etc
70 E
71 AI
72 etc
73 E
76 etc
77 O
78 MBP
81 E
82 etc
84 E
85 etc
88 O
89 etc
90 E
92 etc
93 O
94 etc
96 AI
97 MBP
99 E
100 etc
103 O
104 etc
105 AI
108 rest
112 rest
113 etc
114 E
117 etc
118 O
119 MBP
121 E
123 etc
125 O
126 etc
127 E
128 AI
130 etc
131 E
133 etc
135 O
137 etc
138 AI
139 etc
142 E
143 etc
144 O
145 etc
147 E
148 etc
150 E
151 MBP
152 O
155 rest
159 rest
160 E
161 rest
161 rest
162 MBP
163 AI
165 etc
166 AI
167 E
169 etc
170 O
171 U
172 etc
173 E
174 L
175 E
176 AI
177 etc
179 E
181 FV
183 E
185 etc
188 E
190 etc
193 E
194 etc
197 rest
199 rest
200 AI
201 etc
204 E
205 MBP
207 AI
208 etc
211 AI
212 etc
Víctor Paredes
Former Moho Product Manager
Rigger and animator in Cartoon Saloon
My Youtube Channel - My webinars
User avatar
slowtiger
Posts: 5493
Joined: Thu Feb 16, 2006 6:53 pm
Location: Berlin, Germany
Contact:

Post by slowtiger » Thu Oct 20, 2011 11:09 pm

Thank you very much.

Here's what I did with it:
http://www.slowtiger.de/examples/flag_semaphor2.mov

I needed a way to assign longer phrases very fast to this "character". Writing a .dat is much faster than choosing each letter from that drop-down menu in AS.
User avatar
Víctor Paredes
Posts: 4952
Joined: Wed Jan 26, 2005 12:18 am
Location: Ireland/Chile
Contact:

Post by Víctor Paredes » Thu Oct 20, 2011 11:18 pm

slowtiger wrote:Thank you very much.
Here's what I did with it:
http://www.slowtiger.de/examples/flag_semaphor2.mov
I needed a way to assign longer phrases very fast to this "character". Writing a .dat is much faster than choosing each letter from that drop-down menu in AS.
Hehe, very clever! I'm glad to help, and thank you for sharing this, it's very interesting and I'm sure it will be useful in the future.
Víctor Paredes
Former Moho Product Manager
Rigger and animator in Cartoon Saloon
My Youtube Channel - My webinars
hayasidist
Posts: 2195
Joined: Wed Feb 16, 2011 8:12 pm
Location: Kent, England

Post by hayasidist » Fri Oct 21, 2011 10:19 am

smart thinking! (If only I could read semaphore!!)
User avatar
slowtiger
Posts: 5493
Joined: Thu Feb 16, 2006 6:53 pm
Location: Berlin, Germany
Contact:

Post by slowtiger » Fri Oct 21, 2011 11:38 am

In fact I'd like to have more abilities to "script" my animation. Right now the only program allowing me this to a greater extent would be Flash (and because I know Actionscript), but I don't like to use it.

So I use AS and TVPaint and Photoshop and ReNamer and BBEdit ... a Rube-Goldberg-Construction of a workflow!
hayasidist
Posts: 2195
Joined: Wed Feb 16, 2011 8:12 pm
Location: Kent, England

Post by hayasidist » Fri Oct 21, 2011 4:18 pm

hmm .. so, for example, you'd like to say something like:

character X in Pose Y is at Place P0 at time T0

... using Action "walk" go to place P1 at time T1

or

... using Action "smile" morph to Pose W at time T1

etc ??

I can see how it should be possible to create a set of "per item" commands that the system will properly interleave on the timeline

e.g.

Character X0 {at T0 is in place P0 in pose Y; at T1 is in place P1 using action "walk" ...}
Character X1 {at T0 is ...; at T2 is ...}
Camera {at T0 is Zoom 60 ...; at T3 is Zoom 30 with centre P0 ...}


Or a timeline-based command set:


T0: character X0 ...
T0: character X1 ...
T0: camera ...
T1: character X0 ...
T2: character X1 ...
T3: camera ...

??

But I'm pondering how the "fine tuning" of points / bones would be represented in such a system... it would certainly make you think about how you created the referenceable items... and I'm still wondering whether it would (a) be quicker and (b) give better results than the tools that we have now.

Your thoughts??
User avatar
slowtiger
Posts: 5493
Joined: Thu Feb 16, 2006 6:53 pm
Location: Berlin, Germany
Contact:

Post by slowtiger » Fri Oct 21, 2011 4:58 pm

I'm thinking in a different direction. My recent problems revolve around a bigger number of similar "characters" doing similar, but not the same things, basically selections from a bigger repository of "actions". A common problem would be "Action A" - "Action B" with some "transition A to B", but with a number of actions more likely to be 25, with a bigger number of transitions.

I guess any game engine would be able to do this, but it's not worth to incorporate yet another technique into my workflow.

It would already be great if AS allows for editing of multiple objects/layers at the same time...
Post Reply