[Plugin]$ Keyframe Animation
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@thomthom said:
I think this can occur if a user has an unusual high number of installed plugins. Possibly SketchUp has a limit to how many menu items it can manage.
Well, Thomthom, that would be me.
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So far, I think only some of Fredo's older plugins has been identified to leak UI::Command objects. If you updated all off these, and can verify that the number of Command objects isn't growing (using the utility in the threads that discussed this) then I think you may have run into a SketchUp limit that plugin authors can't do anything about. Until Google can address this I think the only thing you can do is be a bit more selective on the plugins you have enabled.
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Very interesting.
That's an improvement. A toolbar would make me buy it.
The trouble with those "scene governed animation" is that nothing can be linked. So one has to move every bits and pieces every time.
I wish sub-groups will work in a future version. So a hand would follow the arm movement, added to it's own, for instance. -
@mariocha said:
Very interesting.
That's an improvement. A toolbar would make me buy it.Thanks for your feedback.
@unknownuser said:
The trouble with those "scene governed animation" is that nothing can be linked. So one has to move every bits and pieces every time.
I wish sub-groups will work in a future version. So a hand would follow the arm movement, added to it's own, for instance.I am not sure I follow you. This plugin supports nested animated groups. So, if the hand is a subgroup of the arm, it will move with the arm. You can add additional movement to the hand also. Just open the arm group for editing, position the hand group, close the arm group, and save the component positions.
You don't have to stop there. The hand group could have finger subgroups. The nesting can be arbitrarily deep.
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Oh, I try that, did not work. The arm went bezerk.
I will make a more serious attempt.
This is indeed interesting. -
Ok, I finaly got it.
I was thinking one had to record the position of the inner group right after it was moved, i.e. while editing the main group. !! Wrong idea !!
So I succeded once I recorded all the positions while no group was being edited.
Maybe this could be indicated in the User Manual.
Thanks. -
Thanks for your persistence, mariocha. That is a good point. The group can't be open for editing when you record all the positions. When a group is open, all the positions are measured relative to the group's origin, not the model's origin, which screws everything up.
I updated the script so it warns the user, if a group or component is in edit mode, and prevents this mistake from happening. The update is version 1.0.3.
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Very good idea !
Btw, I noticed this on your site
@unknownuser said:Mac OS X (10.4+) should work, but hasn’t been tested.
Well I guess now it has, (on Mac OS 10.6.5).
Although I could not use "Restore original Keyframes" yet. It stayed greyed out. -
@unknownuser said:
Although I could not use "Restore original Keyframes" yet. It stayed greyed out.
That is normal, if you're in the Keyframe model. That menu item is only enabled in the Tweens model.
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descargue el plugin y funciona muy bien, es un gran trabajo.
solo le falta una cosa importante para comprarlo sin dudar, y esto es que sea compatible con el renderizador vray, a cientos de personas les interesaría esta opción estoy seguro,
si logras ésto venderás mucho tu pluginMachine traslator:
download the plugin and it works great, is a big job.
only lacks one important thing to buy it without hesitation, and this is compatible with the VRay renderer, hundreds of people would be interested in this option I am sure
If they do so will sell very much for your plugin -
@diego castro said:
download the plugin and it works great, is a big job.
Glad to to hear it.
@unknownuser said:
Only lacks one important thing to buy it without hesitation, and this is compatible with the VRay renderer,
I am nearly certain that the animation is compatible with the VRay renderer. But, I don't own VRay, so I haven't tested it. Maybe someone who owns VRay could verify this, and post their results here.
The steps to export the animation are pretty simple. First you create the animation using key frames. Then you convert the key frames to ordinary SketchUp scenes, which I call "Tweens" because they contain the animation between the key frames. This is complicated for the script, but easy for you; just select the menu item, Plugins » Keyframe Animation » Create Tweens. The scenes created should be compatible with the VRay renderer, since they are ordinary SketchUp scenes. You can control how many scenes/tweens are created between key frames by adjusting the Frame Rate first.
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Just so that people are aware, Keyframe Animation renders well (in initial testing) with Twilight Render Plugin for Google SketchUp.
Keep up the good work, RPolygon.
KeyframeAnimation-TwilightRender-bedassembly.avi
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@Fletch: Thanks for sharing your results. That rendering is amazing -- now I know how this looks without building it.
I can verify that Keyframe Animation is compatible with Kerkythea. I used the plugin, su2kt.rb, by Tomasz, to export the all the tween frames. Kerkythea rendered the images in about 20 minutes. Then I used VirtualDub to stitch them together into an AVI movie.
[flash=480,385:3esvpvna]http://www.youtube.com/v/tZm4CwkHQ4k?fs=1&hl=en_US&rel=0[/flash:3esvpvna]
@mariocha: Interesting idea, animating the light source. It doesn't quite work when exporting to Kerkythea, so I had to settle for stationary lights. I may revise the script to add this functionality in the next update.
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hice algunas pruebas y desafortunadamente no es compatible con VRay.
@unknownuser said:
I don't own VRay, so I haven't tested it. Maybe someone who owns VRay could verify this, and post their results here.
existe una version demo de VRay de 30 dias (http://software.asgvis.com/index.php?option=com_content&view=article&id=298&Itemid=233)
podrías mirar cual es el problema de incompatibilidad y hacerlo funcionar, podría tratarse de un problema sencillo de resolver talvez.por si te animas a mirar el problema y nunca has manejado VRay te dejo una imagen de los lugares clave para configurar la salida de animación
en "save file se debe especificar la carpeta en la que se guardara las imagenes
seria muy bueno si lo logras!
Machine traslator:
I did some tests and it is unfortunately not compatible with VRay.
@unknownuser said:
I do not own VRay, so I have not tested it. Who Owns Maybe VRay Could someone verify this, and post Their results here.
there is a demo version of VRay of 30 days (http://software.asgvis.com/index.php?option=com_content&view=article&id=298&Itemid=233)
could see what the problem of inconsistency and make it work, it could be a simple problem to solve maybe.if you dare to look at the problem and have never managed VRay leave you a picture of where to set the output key animation
"save file" must specify the folder where images are saved
would be very good if you do it!
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Here is a new year wish.
KFA makes the light source move; only 2 scenes.
Rendered with LightUp, frame by frame of the tweens files.
http://www.dailymotion.com/video/xgnt8j_bon-ann_creation -
There is an interesting mannequin model, by Chris Glasier, posted on his [plug-in] Skel_animation topic. This looks like a very useful model for testing out plugins capable of human figure animation. So, I thought I would see what Keyframe Animation could do with it. I made several key frames, and exported a movie of the animation. Here it is.
[flash=640,505:25hp8sz8]http://www.youtube.com/v/eS4QUrALcrE?fs=1&hl=en_US&rel=0[/flash:25hp8sz8]
The SketchUp model is attached, if you want to experiment with your own animations.
mannequin.skpI did change the way the components in the mannequin are grouped. I made the hand a sub-group of the forearm, because it moves relative to the forearm. Likewise, the forearm is sub-group of the upper-arm. And the lower-leg is a sub-group of the upper-leg. It is not absolutely necessary to group objects like this, it just makes things a lot easier. It also proves that Keyframe Animation can animate sub-groups -- in this case they are three levels deep.
The Keyframe Animation 1.0 page has more demos, documentation, a video tutorial, and the latest version to download.
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I can see how a code-based approach would be useful in certain situations. My approach is pretty much the opposite. I am trying to give non-programmers an intuitive way to define an animation. Basically, the animation relies on the change in the orientation of the component between two key frames. It is both a math problem and programming problem, which made it extra fun to work on.
@chrisglasier said:
I'm not in the plug-in competition but otherwise would be very happy to collaborate in some way.
I am not in a plugin competition either. Am I overzealous about communicating this plugin’s functionality? That is possible.
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@regular polygon said:
There is an interesting mannequin model, by Chris Glasier, posted on his [plug-in] Skel_animation topic.
Actually, the model was made by ArqDirk not me - all I did was "straighten" one of his out to make it easier for testing. There are many in the warehouse by him and others.
By the way, my purpose was not to create yet another animation plug-in but to expose the difference between a code-based set up as Matt used in his Automatic Sketchup and a more layman's wysiwyg approach that relies on specific information - in this case physical data (hidden in component definitions and transformations), functionality (e.g. lower limb always follows upper limb), and most importantly a specific set of recognisable names that are used for control and could be used to search for alternative parts of the same type.
This integration of information could be referred to as Object Oriented Information Technology in that physical objects have classes and methods similarly to OOPS. With this a diverse range of non-creative tasks might be automated. This is my real interest so please be aware I'm not in the plug-in competition but otherwise would be very happy to collaborate in some way.
And good luck with your plug-in.
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@regular polygon said:
... if you want to experiment with your own animations...
I did, ... with my own model
http://vimeo.com/19417552 -
@regular polygon said:
I am not in a plugin competition either.
Well you are because it is commercial (which in itself is just fine).
@unknownuser said:
Am I overzealous about communicating this plugin’s functionality?
You are not.
@unknownuser said:
I can see how a code-based approach would be useful in certain situations.
Totally misconstrued. Code-based approach is good for specific tasks that are commissioned by those that can afford them - e.g. banks, airlines and stock markets. Code-based approach is also good for paperwork type applications like Word and Excel that are essentially blank. What you and I have been doing with animation plugins is to mix code and information to offer something that can be manipulated by anyone ... and that points the way to escape the subliminal stranglehold of software "total solutions". Don't you think?
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