Animator: Parametric Animation plugin - Discussion
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@solo said:
@ntxdave said:
Wouldn't it be wonderful if these types of animations could be included in things like Lumion, LumenRT and Twinmotion. We are heading toward the ability to show off products in an environment something like a video game.
It is possible in Lumion.
When I looked at the animation capabilities in Lumion, it said (at least what I remember) was that you could not do subcomponents. Therefore if I had parts that I wanted to animate at two levels (like the first brush that both spins and pivots on an arm) you could not do that (at least that was my understanding). It would be great if we could do the basic animations within SU and then import them into those products and take advantage of their rendering and other capabilities.
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@ntxdave said:
@solo said:
@ntxdave said:
Wouldn't it be wonderful if these types of animations could be included in things like Lumion, LumenRT and Twinmotion. We are heading toward the ability to show off products in an environment something like a video game.
It is possible in Lumion.
When I looked at the animation capabilities in Lumion, it said (at least what I remember) was that you could not do subcomponents. Therefore if I had parts that I wanted to animate at two levels (like the first brush that both spins and pivots on an arm) you could not do that (at least that was my understanding). It would be great if we could do the basic animations within SU and then import them into those products and take advantage of their rendering and other capabilities.
It would be fantastic if this animation could be exported to a 3rd party animation app as .fbx, will not hold my breath however, In lumion to create this you would have to import all moving components separately however, can become very fiddly.
I hope that this animation gets supported by the SU integrated render engines like Twilight, Thea, Podium, Corona, Vray, etc.
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Hi Fredo
Many Thanks for this new plugin.
I think that the movement is done by the timeline .
Is it possible to combine 2 movements like following examples from SKETCHYPHYSICS ?in french
Il me semble avoir compris que la "timeline" commande les mouvements
Est-il possible de combiner des mouvements pour qu'une pièce en pilote une deuxième , comme dans les exemples SKETCHYPHYSICS ?.Bye
Chri
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I really hope it will be possible with ease in and out and not just linear interpolation between key frames.
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@Pilou and chri
Animator is purely based on kinematics, not physics. In addition, Animation is predictive, as you specify the movements, whereas Physics will dynamically calculate the movements based on physical laws (weight, collisions, ...).
Therefore the purpose is very different, one is for illustrating, the other for playing or simulating.
Animator should however include a Visit Controller mode, where you can animate the sequences individually.
Fredo
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@pixero said:
I really hope it will be possible with ease in and out and not just linear interpolation between key frames.
I plan to include Easing hopefully. You can see it in the video of the first post (look at Homer or some small cubes, which move with acceleration).
Fredo
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Another wish.
Perhaps for a later version, would be a curve editor for those who wish more precise control over animation. -
...and another one...
A way of retiming a animation "clip" by making it longer or shorter. -
@pixero said:
...and another one...
A way of retiming a animation "clip" by making it longer or shorter.Actually you can adjust the duration and start time of each element of a clip.
You can also play the animation with variable speed.See at the end of the video, where I used a model provided by chri.
Fredo
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That is very cool, I like the control one has.
Will we be able to include section cuts and hide/show layers?
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So seems we will be to make that?
http://www.youtube.com/watch?v=GWfAXqQMkEY
And this plugin by Cplassais will be very useful for put easilly some pieces!
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Looks really great, thank you!
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Could you explain how to set up hierarchies?
Does it come from how objects are grouped inside other groups, or can you set it up independently through some hierarchy building function?
Will it be possible with inverse kinematics as well as forward kinematics? -
Hello..
I have this model...
See explain in french Forum : http://sketchucation.com/forums/viewtopic.php?f=51%26amp;t=64057#p587158
Bye
Patrick -
Can you animate instances within other instances?
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@thomthom said:
Can you animate instances within other instances?
Not sure if this is what you are asking but in my car wash model, there are goups & components within groups and components. As an example, if you look at the first spinning brush, it is a subcomponent of the brush/arm assembly which is also a component. There are multiple things like that in the car wash animation.
So, if I am correctly understanding your question, the answer is yes.
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Great! I could post a 2,400-year-old tricycle with driver when BryanK (the designer) does not mind. You could convert it from SketchyPhysics into your parametric animation process.
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@solo said:
I hope that this animation gets supported by the SU integrated render engines like Twilight, Thea, Podium, Corona, Vray, etc.
Ditto! I know they'd be very interested.
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I know this is pushing it but I would also like for it to be supported by one of the extensions that support exporting the model to WebGL.
Imagine being able to show you model on a web page with no plugin that included object animations.
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