[Plugin]$ Keyframe Animation
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@marian said:
I had an Idea today . Would it be possible for the plugin to detect scale deformations or other modifications to the mesh not only its position? Now that would make it a game changer
Thanks for your suggestion.
Yeah, right now Keyframe detects changes in the position and orientation of objects between scenes, and animates them by interpolating those properties. Currently, it ignores the size. But it wouldn’t be so difficult to detect changes in scale, and interpolate those values as well.
I’ll put it on my list of planned updates. I am just wondering how often this feature is required. If I get more feedback in favor of animating the size of objects, I’ll up the priority.
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Awesome
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I just bought your plugin, and it is fantastic! What sold me was a rendered video posted here, but now I can't find the post, of a building flying together. I think having the scale function would be really great. I am so excited that this plugin works with Twilight, I am able to do in sketchup what would take me a lot longer to setup up in other more costly software.
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@andybot:
Thank you!
I’m glad you are finding the plugin useful. -
Adding scale and vert animation would be powerful. Squash and stretch are essential for character animation. That would be awesome!
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Anyone knows if there are issues with Keyframe on MacOS Lion ?
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Importing it in Lumion, of course.
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There have been a few updates to Keyframe Animation since it was released three months ago. The current version is 1.3. The plug-in and user manual are available on the Download Page.
Version 1.1 made improvements to much of the code. A new algorithm generates the in between scenes over twice as fast as the original. They are important because you can export the tween scenes to an AVI movie.
Versions 1.2 and 1.3 have simplified the process for creating an animation. You no longer need to assign a unique name to each instance that you want to animate – that seemed to be the least intuitive, most tedious step in the whole process. The script will now automatically distinguish which instances are active and which are static. You don’t have to do anything.
The basic workflow can be summarized in five easy steps:
- Add some scenes.
- Select the first scene.
- Move the objects where you want them.
- Record the position data.
- Select the next scene, and go to step 3.
This video tutorial illustrates the new workflow in version 1.3, and in the process, shows how to animate a Rubik’s Cube.
[flash=640,510:5q5jjjp5]http://www.youtube.com/v/ZmNmQ3izNnI?fs=1&hl=en_US&rel=0[/flash:5q5jjjp5]
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Thanks for bringing this to my attention everyone. Especially thanks to cperkins for sending me his model so I could see what was going on.
File size is not the problem. It turns out, there was an actual bug that stops the execution of the script before the tweens are generated. It was most prone to occur in models that have a lot of sub-components, so that is why large file size seemed to be a factor.
The bug must of crept into version 1.2. Anyway, it has been fixed, the new version is 1.3.1, and it is available on the Download page.
If you still have any issues after installing this new version, feel free to post them here, or send me a PM.
Thanks,
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Hi Everyone,
Just thought I'd mention that version 1.4 is available. There is now a toolbar to facilitate the animation process. Here's a screenshot:
Thanks
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What is the status with VRay support? I couldn't locate the ticket at Chaosgroup.
Regards
Nick -
Greetings,
There have been a couple updates since I last posted. The most frequent request (at least from the email I receive) has been to animate the objects’ visibility. So, as of version 1.6, objects can appear or disappear at any point in the animation.
Their visibility is controlled by putting the objects on layers, and then turning those layers on or off for each key frame. The tweens generate the objects with the same visibility that they had on the key frames, so the animation can be exported to a movie.
This demo animates the object visibility in a construction process. The bookcase parts all start off hidden. Their visibility is turned on when they are required for assembly, and they stay visible for the rest of the animation.
[flash=480,360:3oqdsb0a]http://www.youtube.com/v/WGozLwOerfY?version=3&hl=en_US&rel=0[/flash:3oqdsb0a]
BTW, I ought to mention that there is a new website for all my plugins. If you haven’t visited, please check it out. The landing page for Keyframe Animation is regularpolygon.org/keyframe-animation/
Thanks
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Correct me if im wrong but couldnt we do this with version 1.5 , once tweens are created you could turn off/on the layers in each tween and update each tween/scene, i dont understand how version 1.6 is different, is there any new features in 1.6 you can share with us, thank you
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iichiversii, technically you could do this yourself in version 1.5. But to imply that it is simple to do, and no plugin is necessary to automate the process, is just plain false.
When the tweens are created for an animation, there are usually 500+ tweens, often over a 1000. Are you really going to go through 1000 scenes and manually adjust the visibility of the layers for each one? Even if you could update one scene every 10 seconds that would still take nearly three hours. You must have a lot more time on your hands than I do. I think most people would consider a script that automates this process to be a new feature. And that is probably why I received so many emails requesting it.
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@nickdk said:
What is the status with VRay support? I couldn't locate the ticket at Chaosgroup.
Regards
NickAre you asking if vray will render the animations from Keyframe animation? The answer is no because vray loads the model and the views from the initial scene and then renders only that state. No layer or geometry changes will be generated.
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By the way RP, nice to see added features Any progress on changing objects' scale?
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@regular polygon said:
iichiversii, technically you could do this yourself in version 1.5. But to imply that it is simple to do, and no plugin is necessary to automate the process, is just plain false.
When the tweens are created for an animation, there are usually 500+ tweens, often over a 1000. Are you really going to go through 1000 scenes and manually adjust the visibility of the layers for each one? Even if you could update one scene every 10 seconds that would still take nearly three hours. You must have a lot more time on your hands than I do. I think most people would consider a script that automates this process to be a new feature. And that is probably why I received so many emails requesting it.
Im sorry if i offend, i didnt understand the feature fully, normally i do short clips with 30-50 tweens, i adjust my tweens then with layers, doesnt take to much time to do with so little tweens, im a great fan of keyframe_animation, with out it i wouldnt be able to create the animations im doing now, looking forward to the new updates, thank you
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Hey iichiversii, thanks for putting things into perspective. I am sorry if I overreacted, which I probably did. I shouldn't write posts at 3 am, I guess.
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