Hello Bongo experts-
I need some expert advice & help understanding how proxy points work and the best strategy/work flow for animating a fairly complicated set of movements.
I am using Rhino 5SR14 64bit, Vray 2.0 and Bongo 2.0.
I am animating a high-performance 2 man foiling sailboat going through a gybe. The animation involves turning the boat through 180degrees, moving the 2 sails from one side of the boat to the other, having the rigging & lines controlling the sails follow the sail from one side to the other, and having the 2 crew members move from one side to the other.
The boat with sails, rigging, crew move along a predefined path with a camera moving along a similar path and speed, using a camera to path constraint with a proxy point in the center of the boat as the target to object constraint.
My model is very detailed with over 500 components and probably 20 objects that will be moving as part of the above animation sequence. Most of the objects like the sails and 2 people are meshes.
I understand the use of proxy points but have run in to the following issues:
1- Once I have set up a proxy point, it seems like my animation model is locked in. After adding keyframes along the timeline to set the boats position/turning angle and the movement of the mesh sails, I realized that my proxy point was in the wrong location and the camera was pointed too low.
1A- I could not figure out how to move the defined proxy point so I tried to add a new one and make the existing proxy point a child (and thus the entire children of 500 components grand children). This proved to be very difficult as I had to move the model to the center 0, 0, 0 origin in order to get the new proxy point to be in the center of the model. Can I move an existing proxy point without moving the model to the center origin? Is there a Bongo command to do this? Will it mess up my existing keyframes?
1B- If I include the proxy point along with the model, I had to pick seemingly bizarre points in order for the final point to be in the right place. Not sure where the offset is coming from?
1C- If I don’t select the proxy point and just select all of the parts of the model, I can easily pick the proxy in the center of the model but this seem to leave parts of the model off in space and I can’t get all the components in to their proper locations. I have not found away around this.
1D- Do I need to remove the initial proxy point and start over to get around this? Is there a Bongo command to remove a proxy point? Or do I simply select the point and delete from the model? Will doing this destroy my current animation or mess up my existing keyframes?
2- Adding components to an existing model that is already animated. As described above, adding parts to the model after a proxy point has been set is causing problems. What is the best strategy for doing this? Is it possible?
3- Changes to the model with the animate mode on or off?
3A- I assume that when adding to the model that is already animated, I turn off animate mode and any changes I make will apply to all of the existing animation. I assume that for this to work the new pieces need to be added to the existing proxy point. Is this assumption correct? Am I asking for trouble if I make ANY changes to the model after I have started animation?
3B- if I add key frames in animate mode and move one of the meshes, I often find that some other key frames get messed up and the same objects have moved seemingly in random ways. Again, I am assuming that animate mode needs to be on if I want the object to be animated and that what I edit in the key frame is treated as the literal location of each object and should not affect the location of the same objects in another key frame (I.e. movements are not relative to other key frames)?
4- Is it easier to define constraints for one moving object relative to another object (the lines attached to the moving sails) or just move all the objects around in each key frame? What will yield the best results or least headaches?
Thanks for any and all help. I would really appreciate advice on the general work flow that folks use when trying to do fairly involved animation with a lot of moving parts. If I am already half way through the animation process, what is the best technique for making changes to the existing, partially animated model??