[Plugin] SketchUp Animation using mover.rb
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If you make a 1m1m1m cube, make it a component, and then scale the component so it becomes 2m2m2m, the component is still internally defined as being one meter in size, and this particular instance as being scaled by 200% in all three axes. This is easily proven by dragging new instances from the Components window: they all will be 1m1m1m.
If you right click on the instance that was scaled to 2m2m2m and right click > Scale definition, now the component is internally defined as being 2m2m2m, and this instance as being 100% in size. Again you can test the change by dragging new instances from the Components window: They will be 2m2m2m. Any 1m1m1m instances you placed before will appear to remain unchanged, but they're now actually stored by SketchUp as 50% size (in all three directions) instances of the 2m2m2m component. (0.5*2m = 1m)
Now this is just my guess; hopefully someone who knows the internal workings will chime in with a better and more accurate explanation.
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This is extremely important issue with especially texturing. If you scale a component instance (like Miguel described above), the materials applied to the geometry will also scale proportionally (ultimately distorting the whole thing). Now if you scale the definition, the material will "jump back" to its original size. See attached below (I had to make the third component unique first so that the second example remains scaled up with the texture)
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Fascinating... thanks for the replies, I 'get' it now.
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PS - the animation by Mover.rb renders great with Twilight Render. I've rendered an animation of a door opening and some sunshade (brise soleil) louvers closing. Great plugin!
What is missing from the plugin:
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Pick a "base point" for a group or component about which the animation should happen (a door swinging on a hinge, etc.) It does a pretty good job, so far but it's a little quirky... the door sort of slides a bit into the wall, just like the prob. with Proper_Animation.rb ... but this one doesn't seem to do as bad a job with rotating door-type swings.If you animate a door component rotating open.
Scene1-closed
Scene2-openThen you hit the Scene2 button, then the door is open, then you open the component to edit the door, as you work, you think, hmm... I want that camera angle from Scene1, and hit that scene tab, now the door's parts will do some unpredictable movements, and may disappear completely from your scene... so sure, you can avoid touching scene tabs when editing animated components... but ...
It would be great if it would read the animation of nested components. I had to cut the door panel component away from the frame inside of the "door+frame" door component, and paste that into the base model in order to animate it. This would also avoid having to animate by hand 40 louver blades 1by1... you could animate the object inside the louver component, and copy the component around to still get the same animation results. ... or is there something I'm not doing right here? Is there a trick I'm missing here? What if you animate the door panel, then put it back inside the component, will it keep it's animation after pasting it back into the "door+frame" component?
How can you reset an object's animation to "null" without losing your scene? You have to copy the scene tab, delete the scene and rename it to the correct name, as near as I can tell... and that's very tedious in larger projects like the airport scene shown in the demo vid. But even then, the other scenes are still remembering that object's movement. There needs to be a "reset animation for selected object".
If you animate the object with the model's scene animation settings at 2 second transition and then change that to be 4 seconds it seems that the animation still happens in 2 seconds of the 4 second transition. In my case, when I did this, it sort of "flung" the door open quickly instead of gently swinging it open.
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@fletch said:
ck a "base point" for a group or component about which the animation should happen (a door swinging on a hinge, etc.) It does a pretty good job, so far but it's a little quirky... the door sort of slides a bit into the wall, just like the prob. with Proper_Animation.rb ... but this one doesn't seem to do as bad a job with rotating door-type swings.
I noticed if the base point is the Origin of the Group/Component the rotation is good. It's when you rotate around another corner that the object moves off the axis of rotation.
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Thanks Jim,
That's a good place to start (either animating something, or trying to code a fix for it.) -
Have you made an exportation animation "Avi" with Mover?
Not by the Twilight Render (this is working fine) , but from directly Sketchup Export ? (with no render) -
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Cool tutorial
Seems you have not use scene 3 and don't make Update Scene -
@unknownuser said:
Cool tutorial
Seems you have not use scene 3 and don't make Update SceneThanks.sorry,i have over scene
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year b4 i used this plugin, but it had a different name TRANSFORM.rb
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@skkor9y said:
year b4 i used this plugin, but it had a different name TRANSFORM.rb
Didier Bur wrote one in 2005 - mover and proper animation use the same technique as Didier.
http://www.crai.archi.fr/RubyLibraryDepot/Ruby/transformer_beta.rb
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great plugin . It's a pity it doesn't work with v-ray
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Has anyone played with this plug-in more? I can set the scenes so that elements move properly between scenes, but when I export as avi nothing moves. Does the plug-in not support exporting, or is there something else I should be doing? Would a different animation plug-in work better?
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@ Wyatt
I believe that you must record your screen with another prog during the Mover's animation -
@unknownuser said:
Has anyone played with this plug-in more? I can set the scenes so that elements move properly between scenes, but when I export as avi nothing moves. Does the plug-in not support exporting, or is there something else I should be doing? Would a different animation plug-in work better?
This is a know problem with sketchup animation.
All none-sketchup scripts are neglected in the creation of the animation. -
Hi all,
I wondered if you could help me solve a strange issue!
I am trying to animate a group of concentric cylinders that scale around their centre point. However, even with the scale definition fix I still get strange results.
If I use scale definition it doesn't change size, it just stays at the new scaled size the entire time. If I don't then it does the move animation, then jumps to the scaled size. There is no animation of the actual scaling.
What am I doing wrong? I looked at doing the
make unique
feature, but they are always greyed out.Thanks in advance!
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Seems like Proper animation by Morisdov
Seems a little more easy for select a position but you must go to the scene itself !
Else you can use the Set Transition Times by Morisdov with mover.rv
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ara
it works, now i am gonna to make a cartoon, THANKS -
@oli3000 said:
Hi all,
I wondered if you could help me solve a strange issue!
I am trying to animate a group of concentric cylinders that scale around their centre point. However, even with the scale definition fix I still get strange results.
If I use scale definition it doesn't change size, it just stays at the new scaled size the entire time. If I don't then it does the move animation, then jumps to the scaled size. There is no animation of the actual scaling.
What am I doing wrong? I looked at doing the
make unique
feature, but they are always greyed out.Thanks in advance!
i also noticed unwanted displacements of some components or groups; to avoid that, i group the component that moves strangely, with another one that doesn't.
if the movement comes from a scale, it is not possible, obviously...
anyway... as i use the plugin from time to time, i added 2 features:
packaged as a rbz file, so it is possible to avoid loading it it when you don't need it, through windows>extension> ... untick the box in front of "cmd_mover"
added a line in the right clic menu to save the current position of the selection, so you don't need to open the folding menu above the screenI hope it will be usefulplugin mover
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