Animation discussion
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I cant help but think of blender while reading this. It does everything that has been mentioned so far (and a lot more), costs nothing and is relatively easy to use (as of 2.5) Id guess the major barrier to SU people using it at the moment is the difficulty of getting models between SU and blender, though i think this will become much easier with the integration of bmesh in to blender (i.e. blender getting ngons.) All that would then remain would be to write a decent exporter that preserved groups, components etc.
Personally i think this workflow would have a lot of advantages in terms of flexibility and in reducing time spent developing things that already exist in a very mature form.
Another option that springs to mind is being able to trigger DC animations via scenes. This combined with a few scripts that could automatically add animations to DCs (an analogue to inserting keyframes) could be a pretty lightweight and user friendly system. Id guess the major problem here would be then getting those animations out to a renderer (would likely require a degree of re-working with how SU handles objects and their positions in time.)
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Currently (afaik) Twilight is the only renderer which properly renders animations with SketchyPhisics and Proper animation. The obvious problem is that even native SU cannot handle them via scenes therefore it is always problematic to translate them via render engines.
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Indigo can do sketchy physics animations, although im not sure about proper animation animations.
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OK, cool, thanks. I didn't know that (so sorry for the Indigo developers)
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Let's try not derail as to what does and does not render the current plug-ins, what I am looking for is one good and comprehensive standard that will have all or most of the standard features we need.
I like the idea of Google doing it and adding it to the Pro tools, that would make sense and integrate well.
Remus, I hear what you are saying and must agree Blender has fantastic animation tools, but I'd like to keep SU animation confined to SU, I really do not want to have to learn a whole new GUI if possible, I mean if I need to learn Blender for animation then I might as well learn the modeling side to and dump SU altogether as it is a much stronger app anyway...I want easy.
Particles...nah! not needed initially, at least until Google redoes the SU core to align with this millennium in support of a reasonable amount of poly's.
I'd rather have the animation tools support .avi and .gif imports(TBD had something in the works if I remember)Really all I want is straight forward object animation, camera controls, staged with a timeline and the ability to render out with a choice of engines.
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Okay...
Object and camera animation, that includes nested groups, timeline based (not scene)
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To explain what I have in mind will take hours drawing example images, which at moment I do not have, however a basic idea is...
Lets say you need to animate cars and people driving and walking past a building that you are doing a walk-through. The car is a group/component, the front and back wheels are embedded groups, the car is the main group that has a defined path (bezier, etc) the wheels rotate on a central axis with, the front wheels align to path, the rear wheels align do not (so if it turns the wheels maintain their rotation around the central axis yet align with path). The people are .avi clips that a) face camera b) move along a set path.
The camera can be set to either look ahead, or follow an object.
All of this to be controlled with a time scale, allowing some animations a delayed start, acceleration, camera can follow an object for a determined period then be set to follow another of just look ahead.
Now once you have run a preview of animation and happy you then either export to render studio of choice or setup material and lighting with embedded renderer which will then be able to render out the animation in a video format or image sequence.
Am I making sense?...as it sound okay in my head, but my head is a mess.
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And one more thing I forgot in my long list of ideas:
Video on Face:
I know lots of people are trying to figure this out but think about it... If you project a video on a face that you want as a human face... well you instantly get a human face that can move its lips, make emotions etc...@Solo, apparently a bit more detail won't hurt SVP
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Solo,
Maybe Jakob (plot-paris) will be along shortly as he had/has some great ideas hereI also would like to see an an animation/timeline tool set added to SU pro.
Best,
Charlie -
@unknownuser said:
I also would like to see an an animation/timeline tool set added to SU pro.
Why pro?
Its okay, I understand...
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@solo said:
group that has a defined path (bezier, etc)
The camera can be set to either look ahead, or follow an object.
controlled with a time scale, allowing some animations a delayed start, acceleration, camera can follow an object for a determined period then be set to follow another of just look ahead.
Good idea
Having the ability to export to .swf would allow for simple interactive animations with embedded 'scene triggers'. Taking a regular scene based SU animation but adding extra elements that involve the end user the ability to interact at pre defined points.
The user could toggle through various 'triggers' when the animation reaches certain junctions. This would pause the animation and allow pre defined extra features to be enabled.
So, for example, a room could be viewed with -
different furnishings;
different colour schemes;
different times of the day;or
a mechanical component could be viewed -
exploded outwards;
cross sections;This makes sense to me but i'm afraid i may be a little deluded
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