Animator: Parametric Animation plugin - Discussion
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Tried my luck with this awesomeness....its a shame had to use keyframe animator for the scaling of the curtains, but rest all is animator magic....thanks fredo.....hoping for a release of the scaling function in animator soon...regards,,
Shomit -
@sarkarshomit said:
Tried my luck with this awesomeness....its a shame had to use keyframe animator for the scaling of the curtains, but rest all is animator magic....thanks fredo.....hoping for a release of the scaling function in animator soon...regards,,
ShomitThat was great, normally I get bored after a few seconds, I watched until the end, awesome way the apartment morphs, loved the curtain also.
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@sarkarshomit said:
Tried my luck with this awesomeness....its a shame had to use keyframe animator for the scaling of the curtains, but rest all is animator magic....thanks fredo.....hoping for a release of the scaling function in animator soon...regards,,
ShomitI too would really like to have the scaling function.
@solo said:
That was great, normally I get bored after a few seconds, I watched until the end, awesome way the apartment morphs, loved the curtain also.
I agree with you 100%
Can you imagine that animation with one of the rendering engines. I have been playing with the trial version of Enscape and have thought about how it would be to combine Animator with Enscape.
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@solo said:
@sarkarshomit said:
Tried my luck with this awesomeness....its a shame had to use keyframe animator for the scaling of the curtains, but rest all is animator magic....thanks fredo.....hoping for a release of the scaling function in animator soon...regards,,
ShomitThat was great, normally I get bored after a few seconds, I watched until the end, awesome way the apartment morphs, loved the curtain also.
Thanks for the compliments.....and many thanks to fredo also.
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@ntxdave said:
@sarkarshomit said:
Tried my luck with this awesomeness....its a shame had to use keyframe animator for the scaling of the curtains, but rest all is animator magic....thanks fredo.....hoping for a release of the scaling function in animator soon...regards,,
ShomitI too would really like to have the scaling function.
@solo said:
That was great, normally I get bored after a few seconds, I watched until the end, awesome way the apartment morphs, loved the curtain also.
I agree with you 100%
Can you imagine that animation with one of the rendering engines. I have been playing with the trial version of Enscape and have thought about how it would be to combine Animator with Enscape.
i would really love to know about rendering options for animator.
i know its possible using keyframe animation,
but with animator i guess its only that ambient occlusion thingy which i am not that interested.
Would be great with vray or thea render. -
@sarkarshomit said:
i would really love to know about rendering options for animator.
i know its possible using keyframe animation,
but with animator i guess its only that ambient occlusion thingy which i am not that interested.
Would be great with vray or thea render.In addition to Ambient Occlusion, you can use both Twilight (Pro version only) and Thea.
[attachment=0:bp425dj6]<!-- ia0 -->Animator Render.PNG<!-- ia0 -->[/attachment:bp425dj6]
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@ntxdave said:
@sarkarshomit said:
i would really love to know about rendering options for animator.
i know its possible using keyframe animation,
but with animator i guess its only that ambient occlusion thingy which i am not that interested.
Would be great with vray or thea render.In addition to Ambient Occlusion, you can use both Twilight (Pro version only) and Thea.
[attachment=0:2g4uvf8x]<!-- ia0 -->Animator Render.PNG<!-- ia0 -->[/attachment:2g4uvf8x]Oh wow, i will give it a try soon...thanks
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SO you can`t render the animation with V-Ray?
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Fredo6. I love your work. I'd like to share three things about the plugin related to Vray.
First, Animator doesn't work well with Vray Safe frame. When Vray Safe Frame is activated, Animator changes the viewport rendering. My Workaround is setting the SU Scenes with Vray Safe Frame, deactivate Safe Frame, create the Animator Cameras based on the SU Scenes, and then do the animation rendering with the Pre-rendering settings (Rendering size and proportion).
Second, Sometimes Animator sends a new render before the last one is properly saved, CPU has released the job, and ram is cleared. With Bucket rendering I just got 86 out of 301 frames. They were rendered but not saved. Now, using Progressive, I got frames 1, 3, 4, 7, 9, 11, 12, 13, 14... a bit better, but still an issue. Only workaround I found is activating Vray History Rendering, and recover the lost frames from that list. (It's not nice, however, to check on 300 frames, and save them 1 by 1)
Third, Animator apparently creates some instances that causes clipping. I was doing a 360° Light rotation (FakeSun, which was several kilometers away) And it inmediatly clipped my whole scene. I tried everything but the clipping remained beyond, basically, whole file wipeout (scenes, layers, models, etc.). Had to copy/paste to a new file and leave the sun for the final step, knowing there was nothing I could do on the model after that.
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@spartipilo said:
Fredo6. I love your work. I'd like to share three things about the plugin related to Vray.
First, Animator doesn't work well with Vray Safe frame. When Vray Safe Frame is activated, Animator changes the viewport rendering. My Workaround is setting the SU Scenes with Vray Safe Frame, deactivate Safe Frame, create the Animator Cameras based on the SU Scenes, and then do the animation rendering with the Pre-rendering settings (Rendering size and proportion).
Second, Sometimes Animator sends a new render before the last one is properly saved, CPU has released the job, and ram is cleared. With Bucket rendering I just got 86 out of 301 frames. They were rendered but not saved. Now, using Progressive, I got frames 1, 3, 4, 7, 9, 11, 12, 13, 14... a bit better, but still an issue. Only workaround I found is activating Vray History Rendering, and recover the lost frames from that list. (It's not nice, however, to check on 300 frames, and save them 1 by 1)
Third, Animator apparently creates some instances that causes clipping. I was doing a 360° Light rotation (FakeSun, which was several kilometers away) And it inmediatly clipped my whole scene. I tried everything but the clipping remained beyond, basically, whole file wipeout (scenes, layers, models, etc.). Had to copy/paste to a new file and leave the sun for the final step, knowing there was nothing I could do on the model after that.
Hi,
The VRay implementation is still a first attempt, waiting for the Chaos Group to have a closer look and fix a few issues. In general, for rendering software, Animator just positions the objects and camera and then call the rendering software API for generating the image file for the frame.
So, if there are problems of clipping or any other that pertains to Sketchup objects and cameras, you should see them in 'Natural' mode (i.e. no rendering).
Regarding Vray Safe Frame, I don't know what it is. But I don't think Animator should have to interact with it.
Again, pending Chaos Group validation and possible adjustments on their end to fix a few issues / limitations related to Animator...
Fredo
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@fredo6 said:
@Pilou and chri
Animator is purely based on kinematics, not physics. In addition, Animation is predictive[...]
Can the plugin store the movements generated by Sketchyphysics, to later reproduce them without recalculating them from scratch? This would allow creating GREAT animations by merging different sketchyphysics animations but requiring no computation power!
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@jumpjack said:
Can the plugin store the movements generated by Sketchyphysics, to later reproduce them without recalculating them from scratch? This would allow creating GREAT animations by merging different sketchyphysics animations but requiring no computation power!
I thought SketchyPhysics had a way to generate animations.
But I agree, recording the movement of objects, whether from SketchyPhyics, MSPhysics or other sources would be useful. In particular, because you can then manage th cameras and styling independently.At the moment, Animator is more handling animation based on its own creation of parametric movements (as opposed to 'free' movements), but this could be an interesting idea.
Fredo
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@fredo6 said:
At the moment, Animator is more handling animation based on its own creation of parametric movements (as opposed to 'free' movements), but this could be an interesting idea.
This brings to mind another question (but for users rather than developer): does it already exist an archive of animation parameters?
It would be for example interesting to have an animation for a generic "human figure", which users could than apply to any two-legged figure... human or not.
But I don't know if it is even possible to export just parameters of an animation... is it? -
@jumpjack said:
This brings to mind another question (but for users rather than developer): does it already exist an archive of animation parameters?
It would be for example interesting to have an animation for a generic "human figure", which users could than apply to any two-legged figure... human or not.
But I don't know if it is even possible to export just parameters of an animation... is it?Yes, most human figures animation are based on parametric files which you can exchange (or buy?).
In the Sketchup world, there is the animation plugin SimFonIA doing it. See this post.
Fredo
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I was asking about Animator plugin: does it export also just animation parameters, or only model+animation?
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@jumpjack said:
I was asking about Animator plugin: does it export also just animation parameters, or only model+animation?
Animator does not export anything at the moment. It creates videos.
My remark was more on importing movement files to control object animation.Fredo
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I just read that this plugin is an expireware...
So it's just a beta test for a commercial application? -
@jumpjack said:
I just read that this plugin is an expireware...
So it's just a beta test for a commercial application?Yes Sir, except the beta period is lasting....
Fredo
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Is there a trick to cause Animator (v1.7d) camera paths to approximate those generated by SketchUp itself when changing scenes? The circular camera path choice in Animator's GUI yields very different paths than SketchUp's native path in my experiments. Animator's circular paths unpredictably seem to swoop through the defined points. The attached SketchUp file demonstrates the difference that I'm struggling with. Here is what I see in the example file between the first and second camera positions: Animator's camera passes through the interior of the large rectangular box, whereas SketchUp's path rotates counter-clockwise remaining well outside of the box. The path between positions two and three are also quite different between Animator to SketchUp.
Camera Path Test - SketchUp vs. Animator
I have seen fredosix's YouTube video that purports to show how close the SketchUp and Animator paths are, but that path fidelity is not my experience. So far I've mostly been using Animator's linear choice because it's the most predictable. I would love to eliminate the bounce inherent to linear paths, but the circular (and to a lesser degree the bezier) path settings seem rather crazy.
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