How can I make walk trough animation

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How can I make walk trough animation // New Users

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Post by andras // Aug 23, 2008, 11:09pm

andras
Total Posts: 111
Hello!


I am relatively new in TS (I even use Blender) . Unfortunately I didnt find modifiers or etc. for walk trough.


So How can I make walk trough animation with TS76?

How can I resolve that the camera follow the path (curve)

How can I set the camera (animation speed)

And how can I give more Targets into the scene that is followed by camera

And How can I set smooth swithching between targets?


Regards

Andras:)

Post by splinters // Aug 24, 2008, 12:10am

splinters
Total Posts: 4148
pic
This caught my eye as I could do with some animations for the 'pig' project...



Sorry, couldn't resist.


Animation is not my forte..I am sure someone else here can help you.

Post by W!ZARD // Aug 24, 2008, 12:57am

W!ZARD
Total Posts: 2603
pic
Here's how I do it;


Select the camera you want to use and use the Set Camera tool so you're looking at the scene through that camera. Position the camera where you want to start the anim, so you can see what you want the anim to show.


With the camera selected record a key frame. This is the start position.


Depending on how long the anim is, what frame rates you want and so on, move the curser along the time lime in the Animation Editor so you are halfway through the anim. Then, with the camera still selected reposition it so you are looking at whatever you want to be seeing at that time in the anim. Record another Keyframe. Move to the end of the anim in the Animation Editor. Position the camera so you are looking at the last thing you want to see in the animation make another KeyFrame.


You now have the start, middle and end of the animation set - run the anim to check everything runs smoothly. If you need a more complex or finely tuned camera path just add more keyframes at the required times in the time line.


I like to block ouit my camera animation so it's keyframed at the start the middle and the end. I then add a keyframe at one quarter and 3 quarters of the way through. This roughs out the course of the camera. I can (if required) use the FCurve editor to fine tune the motions and I can also add as many additional intermediate Key Frames as required to confine the camera to the course I want it to take.


It's also possible to key frame the "Look At" tool so the cam is focussed on the object of your choice for as long as you want it to do so.


If you are unsure, create a very simple scene with a few simple objects, cubes and spheres etc, and figure out how to set the keyframes required to control camera motion. Once you've figured it out take what you've learned and apply it to your main animated scene.


HTH

Post by andras // Aug 26, 2008, 12:05am

andras
Total Posts: 111
Hmmm It's working :banana: But how can I activate the "Look at" tool in workspace because "Look at" tool situated on Modeler.

I hope in the future the whole path following tool will be found in Workspace because that is very powerful.

Post by Jack Edwards // Aug 26, 2008, 5:40am

Jack Edwards
Total Posts: 4062
pic
A useful trick is to set the camera to "look at" to point at an invisible object. Then you can key the motion for the invisible object.

Post by andras // Aug 27, 2008, 1:49am

andras
Total Posts: 111
Yes it is an good idea. And how can I add more "look at" point. And how can i erase the previous one?...because of animation.


And anyway in the "Modeler" side include an "animation path too" as well.

is that working in Workspace?

Post by TomG // Aug 27, 2008, 2:23am

TomG
Total Posts: 3397
workspace won't display the path of an object in the 3D window, so no animation path there. You can work with it pretty easily in the Animation Editor though, so shouldn't present you with too many problems in this case.


HTH!

Tom

Post by Jack Edwards // Aug 27, 2008, 4:36am

Jack Edwards
Total Posts: 4062
pic
Instead of more "look at" objects, why not just move the "look at" object? you can use the FCurve editor to make the change in position instantaneous.

Also if you want to use multiple look at object, you could render each section of the animation separately. It's all going to sequential still frames anyway, so you can compile the resulting animations sequences anyway you like in your animation editing software.

Post by andras // Aug 28, 2008, 1:26am

andras
Total Posts: 111
Thanks a lot! move the "look at" object wonderful idea.maybe sometimes I should use my brain :banana:


thanks again
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