Animator.rb - Call for participation
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My current idea is a panel less implementation since that would make it easier to script.
The keyframe edit panel could always be added later.The important thing is that with attributes added to pages one could differentiate between key-pages and inbetween-pages and be able to delete the inbetweens that are there for "baking" each frame so it will work with different interpolations for easing in or out and with face me components and for renderers like Vray. With attributes it would be possible to keep info for going back to a previous transition time and more.
I believe most of what I wrote in the post above could be done without to much headache. At least if we were a few scripters collaborating.There are so many great modeling additions and I just wish there were more people developing the weakest parts of SU that we actually can do something about.
(High poly support not beeing one of them.)Come on...lets do it!
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Its not too late to learn Ruby Bruce
I also think its a great effort Jan. I hope it gets support. Probably not from me unfortunately, unless I find myself getting into animation. At this point, animation something I have little skill with, need of, or understanding of. But good luck!
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I know you are looking for response of people that can help, and I am certainly not capable of scripting, but I just wanted to say that this would be ground breaking for the SU community if you were able to implement controls like you are talking about. I have been one of the many trying to push animation in SU to its fullest and I have had some success with my nightclub animation, but I still felt so limited and had to really on post processing for a lot of tweaking. It would be great to have the things you are talking about. Are you considering any controls for animating objects and such or just to improve the camera? Best of luck and I will be following this one for sure.
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Very good idea Pixero and definitely something SU needs.
Unfortunately, I haven't got coding skills... -
Jan, I am interested from the selfish perspective of learning as much as possible.
What is the purpose of creating in-between pages just so you can delete them when editing the animation? I can see where scenes at the keyframes are needed to create and edit the animation, but with a simple dialog you could still step through the frames without creating scenes for each in-between.
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@jim said:
Jan, I am interested from the selfish perspective of learning as much as possible.
What is the purpose of creating in-between pages just so you can delete them when editing the animation? I can see where scenes at the keyframes are needed to create and edit the animation, but with a simple dialog you could still step through the frames without creating scenes for each in-between.
So you can render the animation.
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SketchUp can only do linear interpolations between scenes. That means no speed changes like slowing in or speeding up.
With every frame "baked" as a scene you can have speed changes and more control.
(Since you/the script will create scenes based on your input. Like smoothstep or ease in/out.)
This is also good when rendering animations with an external renderer like Vray. -
@pixero said:
SketchUp can only do linear interpolations between scenes. That means no speed changes like slowing in or speeding up.
It's OK, but I don't think I get it yet.
You said you would be using your own easing functions between scenes. Scenes are not required to move the camera or change rendering options.
I guess it is the exporter for the renderer that requires the scenes?
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I was looking into this stuff today. It started with making a Group.move_to method, then got factored out into a Group.animate_to method, which again got factored out into an MovableObject.animate(properties, duration, ease_method); which fits right in with this topic.
I don't mean I wrote this today, but was only thinking about a programmer's interface for animations.
SketchUp's Animation appears to support a single animation at a time, so I also was thinking an AnimationManager might be needed if there (and there certainly would be) more than one object being animated concurrently. And also only if SU's animation class was used.
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@jim said:
I was looking into this stuff today. It started with making a Group.move_to method
Different from the existing Group.move! method? http://code.google.com/intl/nb/apis/sketchup/docs/ourdoc/group.html#move!
I see that .move! method for Groups and ComponentInstances create an undoable event. But there's nothing for scale and rotate...
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Thats interesting. It says it accepts a transformation object, so perhaps any transformation - rotation, scaling, transform(move) will work.
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Ah! Didn't notice that it took a Transformation object. Didn't read that. Just assumed x,y,z from the name. I can see use for more than animation for this.
What would be interesting with an Animation toolkit was if render software developers had some feedback to what would make things easier for them to make animating objects work. Since I use VfSU I'd like to talk with ASGVis and see if maybe something can be provided that would allow them to implement object animation to a future VfSU version.
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A free ruby from morisdov.googlepages.com can control each scenes(pages) transition time for animations . and also consider about target point movement.
Thanks for your good idea.
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Jan,
Have you looked at thefilm and stage plugin? It has some of the features you want, and so may be a good place to look for ideas.
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Yes I have used it for a long time but it doesnt really help with animation. Very good though.
Also, see the BZ_Animator thread for my tutorial on how to use it with some other scripts for better animation control.
I'll try to write it tonight. Tomorrow at the latest. -
And Jim has made some crazzy animationstests
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