|
|
Workspace animation
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Workspace animation // Archive: Tech Forum
Post by weaveribm // Jul 20, 2007, 2:38pm
|
weaveribm
Total Posts: 592
|
Very nice the Workspace animation desk and I promise to read up on it but can someone who has had experience of the mechanics help with a few ongoing :) beginner's questions please?
In the Anim View which is the new Scene Editor I think, how to just clear all animation and start a new animation clip?
Anim View definitely has the familiar Caligari style, hugely powerful but then wielded by an idiot like me it shouldn't be allowed really :)
I select all the keyframes and Delete them, no keyframe markers showing, but the camera (selected by clicking on the tripod) still carries on running the same old animation that has no keyframes... must be a New Clip button somewhere but see note on Caligari style earlier :)
This Owner Matrix/Matrix Keying Panel. What's it for please?
As someone posted a while back, hundreds and hundreds of frames in two minutes...
Not Vray-beautiful frames yet but another very welcome professional-feel function. Or as we say in UK it's like a rat up a drainpipe :)
Why is there no Go To Next/Last Keyframe button?
No Stop button?
Pause and Play are normally on one toggling button. And there's a Stop button
Anim View has a Pause button which is the Stop button. And a Play button that has no toggle-to-Pause function mapped. Stylish? You decide.
I'd prefer Animation View. I know Anim sounds like Anime but really one could think it just sounds mildly pretentious. I know I do. Think it not sound it. You decide again, it's all work this weekend :)
Peter |
Post by frootee // Jul 20, 2007, 5:44pm
|
frootee
Total Posts: 2667
|
hey peter.
How to clear all animation:
In animation editor, select Story view.
Select object with animation
Clips appear.
Select each clip, then delete them.
That should do it.
Froo |
Post by weaveribm // Jul 21, 2007, 2:20am
|
weaveribm
Total Posts: 592
|
That did it thanks very much Frootee!
Very wonderful the new animation desk I promise to print out the relevant manual. Tomorrow sorry I can't stop now it's too much fun :)
You know Arthur C. Clarke talked about futuristic inventions looking like magic to earlier civilisations? I know what he means now :)
Peter |
Post by frootee // Jul 21, 2007, 2:43am
|
frootee
Total Posts: 2667
|
You're welcome! Glad to be of assistance.
Yeah, ts animation rocks.
Froo |
Post by weaveribm // Jul 22, 2007, 12:51am
|
weaveribm
Total Posts: 592
|
I wonder if GI will be in the Workspace renderer eventually? I'm trying hard to make the very speedy Workspace renders look like Vray/GI but settling for the post-processing functions which give the renders a different feel, the glow parameters are interesting
I've had HDRI working in there but sometimes it won't turn on the background image or the lighting even thought the HDRI icon is showing and environment lighting ticked, is there something simple I'm missing to get them to show up please? The background color works ok
Peter |
Post by frootee // Jul 23, 2007, 8:42am
|
frootee
Total Posts: 2667
|
quite honestly I can't answer that one. Not sure!
Hopefully someone can provide an answer though.
Froo |
Post by weaveribm // Jul 30, 2007, 8:43am
|
weaveribm
Total Posts: 592
|
On this project I've got as far as finding that ClothMotion animation can be viewed in Workspace. That's fairly far out.
With the Scene Editor open and the ClothMotion animation in there: if I hit Play on the old Scene Editor panel the (flag rippling in this case) ClothMotion animation plays without problems in the Workspace window... ClothMotion not only works under 7.51 but it also creates keyframes in Modelspace that will run from Workspace. Definitely getting our money's worth here :)
But now <musing> how to render the working Workspace animation to file that's the thing... Vray workspace animations are using the animation data in the new 7.51 animation desk and are only looking at the newer animation desk for animation data. (I will be creating slow-to-render animations from Vray/Modelspace, but I hope to take advantage of Workspace render speed to make quick lookarounds for the movie director)
I feel that perhaps it can't be done simply yet, without a script or something. I won't be diappointed if it cannot be done. But I wonder if there is some way to get at the modelspace animation data and copy it to the new animation desk
There's no Plugin function under Workspace as far as I know, hope I'm wrong
I tried to copy the data from the legacy SE to the new SE version and got an error message something like 'The SE clipboard can't handle data like this, vertexes and other keyframes'
Can anyone help with this tricky one please?
The rippling flag ClothMotion animation in Workspace is fairly whizzing around onscreen with all the Workspace advantages - aagghh the animation is running in Workspace and it's mocking me "Nope you can't save these frames. You just can't. Nope can't be done."
This is one for a TrueSpace SuperHero. There will be cold beers I promise.
Peter |
Post by jayr // Jul 30, 2007, 8:48am
|
jayr
Total Posts: 1074
|
Don't want to hijack your thread but i've also found a case of a plugin working in the workspace, apply a darktree texture to an object in the model side and it renders in vray! didn't think that was ment to happen. anyway back to animation....... |
Post by frootee // Jul 30, 2007, 11:00am
|
frootee
Total Posts: 2667
|
Well, if you can get model space animation to play in a workspace view, you can select the Render To File icon in workspace. This will generate a sequence of still images, which you can then compile into an animation. Is that what you want to do?
Froo |
Post by weaveribm // Jul 30, 2007, 11:00am
|
weaveribm
Total Posts: 592
|
Hijacker is my middle name no worries J :)
Simbiont textures are converted to Lightworks textures or something like that I think jayr
Chris recommended some gorgeous Arrowtree? wood panel textures if you're after flooring
Jack I think it was told us about mirrored map something or other. I tried it over an Arrowwotsit wood texture
Look what happened. What are they feeding him on :)
Peter
Vizu's folding chairs
http://i117.photobucket.com/albums/o63/Mington/OnFinals/MovingOnWrappedMirrorMap1.jpg |
Post by frootee // Jul 30, 2007, 11:07am
|
frootee
Total Posts: 2667
|
I wonder, if you can step to each keyfram in modelview, then switch to Workspace view, select the object, move to a keyframe, and press record, if that will transfer your animation over, one keyframe at a time?
Froo |
Post by weaveribm // Jul 30, 2007, 11:07am
|
weaveribm
Total Posts: 592
|
you can select the Render To File icon in workspace. This will generate a sequence of still images, which you can then compile into an animation
Render To File uses data from the new animation desk I think Froo. Ends up with 1200 still frames. I think I've tried all the various combinations to try to grab Workspace animation but I ended up with the output from the new animation desk. A still 1200 times :)
What I mean is: I can run the animation in the Workspace window but this animation is controlled by the Scene Editor in Modelspace. Workspace animation doesn't exist in order to render the Render To File er, files :)
But will check that thanks!
Peter |
Post by frootee // Jul 30, 2007, 11:13am
|
frootee
Total Posts: 2667
|
I see. That makes sense.
Froo |
Post by weaveribm // Jul 30, 2007, 11:17am
|
weaveribm
Total Posts: 592
|
I wonder, if you can step to each keyfram in modelview, then switch to Workspace view, select the object, move to a keyframe, and press record, if that will transfer your animation over, one keyframe at a time?
That will work I think yes Frootee but it would be slower than straight Vray output from Modelspace I suspect. I'm after the rendering speed of Workspace to help set up camera angles and tracking so I can upload many clips tracking over many angles for my (community movie, non-professional) director to select from
Peter |
Post by frootee // Jul 30, 2007, 11:25am
|
frootee
Total Posts: 2667
|
well good luck with that.
Another thought (I hope I'm not sending you on wild goose chases here):
Truespace supposedly can export and import directx objects. I would think that also includes Animated directx objects. So I wonder if you can export this animated flag as a directx object from modelview, then re-import it into the workspace. Heh. Good luck right? Worth a shot.
Froo |
Post by Ambrose // Jul 30, 2007, 11:37am
|
Ambrose
Total Posts: 261
|
I wonder, if you can step to each keyfram in modelview, then switch to Workspace view, select the object, move to a keyframe, and press record, if that will transfer your animation over, one keyframe at a time?
Were's the scripters!?
When you need one ;) just a thought...
SeYa/Ambrose... |
Post by frootee // Jul 30, 2007, 11:46am
|
frootee
Total Posts: 2667
|
Hm. This gives me an idea. Early cloth motion sims were based on Springs, and Dele has recently published a Spring script here. Hm..... Buuuwahhahahahahha! IDea!
So, link these to vertices on an object, and let it run. Instant cloth perhaps? I gotta try this.
Froo |
Post by jayr // Jul 30, 2007, 12:27pm
|
jayr
Total Posts: 1074
|
i like where this is going frootee :D |
Post by weaveribm // Jul 30, 2007, 12:40pm
|
weaveribm
Total Posts: 592
|
Were's the scripters!?
Hadn't thought of that Ambrose. To automate Froo's idea of switching-rendering-incrementing-looping over all frames yes that's a good one.
export and import directx objects.
I was looking at the new animation desk chapter just this evening Froobee and seeing this 'Save your bones (or something like that) to a Rosetta object' function. I didn't understand it all that well but I understand the concept more now you've mentioned that idea. So the animation data could be an object which could be interpreted (Rosetta) and loaded by the Workspace Killer Robot :) as a wrapped object from D3D or somewhere hmmm. Ooh yes you're right there's that DirectX objects wotsit that I got lost in like the Hall of Mirrors once and never went back it burned me up I tell you "Where are we?" <sounds of dripping water and echoey tunnels> :)
Spring script... link these to vertices on an object
He has to be stopped I tell you someone do something
Now that is good Froobee yes and there's physics and wind in there...
<soundfx: grinding clanking gears>
Wait a minute wait a minute the RAF flag has 64 x 64 vertexes. That's over er, 100 vertexes and a few springs. Three million or something to hook up "Did you check Row 18047?" "Boing boing boing". We're building the biggest mattress the world has ever seen :)
Peter |
Post by weaveribm // Jul 30, 2007, 12:46pm
|
weaveribm
Total Posts: 592
|
i like where this is going frootee
Me too J, physics is already in there and gravity and wind too I think, rubber material. Someone's going to have to go deep cover into scripting :)
Can a rubber material be made very thin and subdivided and have Frootee inject some springs in there? That would be clothlike and if springs can have adjustable tension under Workspace... must break this problem down until someone says no :)
Peter |
Post by frootee // Jul 30, 2007, 2:00pm
|
frootee
Total Posts: 2667
|
I must admit this does sound interesting; I have been needing an excuse to get into scripting anyways. Not sure if vertex animation is possible yet or not but the Mesh data of objects is exportable in the Link Editor. Not sure if that would grant us access to the vertices or not but heck, what's a mesh without vertices right? I'll see what I can learn and do.
Froo |
Post by frootee // Jul 30, 2007, 2:21pm
|
frootee
Total Posts: 2667
|
well, looks like Jack Edwards and ProfessorKaos have done some work on this:
http://forums1.caligari.com/truespace/showthread.php?t=2573
so it looks like it's possible for vertex manipulation. But on a side note looks like normals also need to be updated. I'm diving into scripting head first with my eyes wide open!
Froo |
Post by frootee // Jul 31, 2007, 4:02am
|
frootee
Total Posts: 2667
|
Weaveribm: I think this is doable with the spring concept. The morph script is an excellent start; for the flag, using this script as-is would also be possible, but not the right tool for the job.
I think a single spring object/script can be used. In the script, we can loop through the columns of vertices in the flag. Using a sine wave function, each column will use the same phase value. The phase value varies over the columns. Then the phase value is shifted. In this way, we get a 'wave' effect. To get really fancy, we can add a 'jitter' value to some or each vertices/vertex. |
Post by weaveribm // Jul 31, 2007, 4:24am
|
weaveribm
Total Posts: 592
|
The phase value varies over the columns. Then the phase value is shifted. In this way, we get a 'wave' effect
Thanks a lot Frootee that sounds good and interesting!
Peter |
Post by frootee // Jul 31, 2007, 4:26am
|
frootee
Total Posts: 2667
|
you're welcome. I'll see if I can get something started tonight. I've been wanting to get into scripting for some time.
Froo |
|