Choppy and jerky flythroughs
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It does work using Vray.
when all the different scenes are made, set the animation transition time in SU to 1 second (no delay).
In the Vray animation settings, set the fps to 1.
Each scene represents 1 frame of animation. So you would need x number of scenes for an animation of x frames.But again, the whole procedure is completely counter-intuitive, not Sketchup like at all.
An animation method using a simple timeline and basic keyframing would be much better. -
Thanks biebel,
It does work, just ran a test on a schematic model. Takes a little backwards thinking. I have read that tutorial you directed me to yesterday but i read it a few more times and it started making a bit more sense. Thanks! -
@jhuman said:
I have read that tutorial you directed me to yesterday but i read it a few more times and it started making a bit more sense.
yes, I know. I should write a proper tutorial at some point. but somehow I keep the silent hope, that this will not be necessary eventually, once Google addresses the lack of animation capabilities of SketchUp or one of the Ruby Masters hears Kwistenbiebel's and my prayers and faces the huge challenge of making SU more capable in that area.
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Don't count on Google.
They lost the key to the vault (read: core code).It will totally depend on ruby masters. My guess is that a plugin written using ruby would slow things down even more though....
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The only success (success being a relative term) I have had with animating SU models is with Kerkythea, it's really simple. I then compile the frames in Paint Shop Pro's Animation Shop.
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What about SU Animate? I haven't really tried it yet but does it not work with VRay?
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Hi JHuman, hi folks.
Go to View Menu --> Animation --> Settings
After you have enabled scene transition and set some time to get a nice transition from one scene to another, set the "Scene delay" to 0 to keep the movement going smoothly and avoid it from stopping at each scene.
Just ideas.
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I think I said that in a previous post above.
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the problem is, that the curve from scene1 to scene2 does not lead smoothly into the curve from scene2 to scene3. therefore there will always be an abrupt change in direction.
I think that is something a Ruby could fix
- create a smooth transition curve for the camera movement between scenes
- let the user change the smoothness of the curve
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Exactly! Thanks, I have been using your animation tutorial and it works out now. Thanks!
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The funny thing is that in 3DsMax and Cinema4D setting up a smooth camera animation is much easier than in Sketchup.
Simply keyframe your camera positions on the timeline. It will connect an editable spline between the camera positions and you are done. -
Hi Kwistenbiebel, hi folks.
Sorry, you are rigth, you stated "No delay". However, the 1 second between scene is a choice. I did an animation using 5 seconds and 19 scenes. The result was not extremely fluid but was acceptable. Of course, using more scenes and a shorter transition time like 2 seconds or even one, will produce a much better result. Experimentation is needed here.
Just ideas.
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@jean lemire said:
I did an animation using 5 seconds and 19 scenes. The result was not extremely fluid but was acceptable.
That would mean having an animation of 4 frames per second.
A good framerate generally is considered to be between 20 and 30 fps. -
The higher the frame rate the smoother the animation, and the longer the render.
- waiting for the day instant render happens *
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