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    Choppy and jerky flythroughs

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    • plot-parisP Offline
      plot-paris
      last edited by

      @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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      • K Offline
        kwistenbiebel
        last edited by

        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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        • L Offline
          linea
          last edited by

          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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          • C Offline
            chango70
            last edited by

            What about SU Animate? I haven't really tried it yet but does it not work with VRay?

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            • Jean LemireJ Offline
              Jean Lemire
              last edited by

              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.

              Jean (Johnny) Lemire from Repentigny, Quebec, Canada.

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              • K Offline
                kwistenbiebel
                last edited by

                I think I said that in a previous post above.

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                • plot-parisP Offline
                  plot-paris
                  last edited by

                  @Jean,

                  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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                  • J Offline
                    JHuman
                    last edited by

                    Exactly! Thanks, I have been using your animation tutorial and it works out now. Thanks!

                    • Doweth!
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                    • K Offline
                      kwistenbiebel
                      last edited by

                      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.

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                      • Jean LemireJ Offline
                        Jean Lemire
                        last edited by

                        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.

                        Jean (Johnny) Lemire from Repentigny, Quebec, Canada.

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                        • K Offline
                          kwistenbiebel
                          last edited by

                          @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.

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                          • soloS Offline
                            solo
                            last edited by

                            The higher the frame rate the smoother the animation, and the longer the render.

                            • waiting for the day instant render happens *

                            http://www.solos-art.com

                            If you see a toilet in your dreams do not use it.

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