WallClimb is a new method of changing the orientation of dancers in the X , Y, and Z axis. It has its practical use in better displaying a choreographers creative formations by giving the audience a better view. The WallClimb can be enhanced using arm-stretching animations and/or ribbons or other flashy attention-grabbing, limb-extending particles or attachments
See Quick-and-Dirty Demo Video ==> Artiste SmartDancer WallClimb Quick-and-Dirty Demo Video
Juning already reorients but only based on rotation around the Z axis and it has an AutoJune option
WallClimb allows dancers to reposition themselves and dance and do formations on other surfaces like walls and ceilings
WallClimb involves new scripts, and new entries in notecards.
There is also an optional script and notecard to be placed in a floor that allows the floor to accompany the dancers as they reorient.
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FIRST, You need to REPOSITION and reorient your SmartDancer Controller and then CAPTURE that new position and orientation using a new button on the SD menu called CaptureContr. This will usually be 45 or 90 degrees. 180 degrees would be dancing on the ceiling.
[14:12:56] PE18a-r – Artiste SmartDancer – Controller – v12.42 – RC7: <0.00000, 0.00000, 3.36939>,<0.38268, 0.00000, 0.00000, 0.92388>
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SECOND, create an entry in the *animations nc for each new orientation:
/* moves for controller moves format is: Moves,(any descriptor),move-vector,rotationvector
/*MoveController,1,<0,0,1>,<.707,0,.707>
/* button-name | dance type (d=dance,p=pose,a=ao,f=favorite,x=other) | animation-name | duration | repeat-times 0 for continuous 1 to n for number of times
MoveController,1,<0.00000, 0.00000, 5.21411>,<0.70711, 0.00000, 0.00000, 0.70711>
MoveController,2,<0.00000, 0.00000, 5.04517>,<0.70711, 0.00000, 0.00000, 0.70711>
MoveController,3,<0.00000, 0.00000, 0>,<0.0, 0.00000, 0.00000, 1.01>
Riverdance | o | Riverdance | 0 | 0
Jive-3 | o | Jive-3 | 0 | 0
Flapper| o | flapper | 0 | 0
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THIRD, create a command in your SEQUENCE when you want the controller to move. The number is the relative occurrence of the Controller-Move regardless of the number in the *animations nc. The next and subsequent formations will reorient themselves to the new orientation in the same way that Juning does.
ElapsedOrDuration,elapsed
0,TraceSequenceTimes,on | 0.1
00,Hide | 0.2
1,MoveController,1 | 1
2,Dance,Riverdance | 2
3,FORMJR,COLUMNSJR,A | 3
/*4,MoveController,2 | 15
5,FORMJR,ROWSJR | 17
5b,June,Left | 29
6,MoveController,2 | 40
6c,June,Right | 51
7,FORMJR,LINEJR | 62
8,StopAll | 83
END
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FOURTH, RESET your Floor if you are using one
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FIFTH, PLAY your sequence. A new relay button now exists to let you stop it before its completed. It is the white-hand on the red background
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If you want the floor to also move, then place the new Artiste Floor script into your floor. The ChannelForFloor is fixed. You cant change it. It is owner-only so does not matter if there is another floor with same channel. Clicking on the floor gives you a button called Reset. Use this when you need to change the ChannelFortSmartDancerFollower. Also if something seems to be stuck, use it.
After your sequence has played, you can reposition the Controller and Floor if it exists to their home orientation using the new ReHome button off the Turns submenu. This also plays the default formations for J-R and A-I. They move at 3.0 seconds so if the last formation is too far away you might receive an error.
There is a new command called GlowContr
Example:
1,GlowContr,0.0 | 0.1
This turns the glow off