Torus Knot

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Post by weaveribm // Aug 31, 2007, 4:24am

weaveribm
Total Posts: 592
Thanks Frootee that will create a loop :) because I found this thread in that thread where you pointed me to this thread lol

[Frootee wrote]

For the camera animation, there are several ways to do this. One way is:

keyframe the camera movement, and get the motion correct

Then setup truespace to record from the workspace. This will save a sequence of bmp images

then, in the LE, press the Start Timer for the flag

Then, press the Animation Play button


Ah I thought I'd already tried this but perhaps I didn't set up the camera - I thought I did... anyway thanks again Froo I'll try that

Peter

Post by frootee // Aug 31, 2007, 4:43am

frootee
Total Posts: 2667
pic
Hi weaveribm.


I think I may have this backwards but we may need to move this to another thread.


Once you get your camera setup correctly, you don't want to press the Animation button. Rather, you need to do this:


1. Press the Start button on the master timer

2. Select the workspace render to file button and configure it to save the frames starting at frame 0, ending at the camera animation end frame.


I have not tried this yet myself (not enough time) but I think it may work.


Froo

Post by weaveribm // Aug 31, 2007, 6:15am

weaveribm
Total Posts: 592
Thanks Frootee but no worries mate I'm sure you've got enough on your plate already. I tried again with a camera but I did try that last time I remembered as I was setting it up, frames can be captured yes - but they're out of sync or this needs to be tried at home on a fast machine- it's too complicated for you to be wasting your time on it and I do appreciate your help. I've got the wave generator plugin and I'll play with that thanks ever so much again!

But on technicalities :)

The wave animation would need to be tied to the render frame rate so that frames are grabbed while holding the rippling water still, then advancing as usual to the next frame. The rippling water animation is not synchronised to the render rate which would need to be very fast to sync up to the water mesh animation (or slow the water down which I can't check on this stone age work machine). As a frame is being grabbed the water continues to ripple so there would be huge jerkiness in the rendered animation

That was what I meant about using a script to generate a frame's vertex movement, render the frame to file, move the mesh, take a shot and so on. Slowing the mesh animation down to one frame every minute, render frame to file during the minute (or longer depending on the machine's speed) and so on. The vertex animations created from scripts need to be taken into the Scene Editor somehow

Peter

Post by tylerh // Sep 17, 2007, 4:03am

tylerh
Total Posts: 47
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It looks like this is an older post but very nice animations! Seeing things like this is always inspiring for us beginners.

Post by SteveBe // Sep 17, 2007, 6:59am

SteveBe
Total Posts: 282
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Thanks for the compliment tylerh, and welcome to the forum! Also thanks
Peter and thanks to Mark for the great surfer, dude! Sorry for the delay
in replying but it's been a very busy summer, and I finally finished re-building my deck too. :)

Peter, I think of the Animation Editor as a Super Timer. So if my intent is to
produce an animation then I keyframe things like the movement of textures,
displacement etc. If my intent is real-time motion etc. then I'll use a timer in
the LE. If the hook-ups are planned properly then it's pretty easy to switch
between them for re-purposing.

BTW If you want to see the UV in action, while the waves are running in LE
enter (orange square) WavePool -> PoolAll -> waves and select the UVMapper. You'll see Deles TrigLoop is moving the UV from 0 to 2.:Drealtime:cool:

Post by 3dvisuals dude // Sep 20, 2007, 7:39am

3dvisuals dude
Total Posts: 1703
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I've decided to use your WavePool2 approach soon to have waves for a waterskiing avatar to bounce off of!:D We need to get the boat and skis down, but expect this to be coming in a month or so.:p

I also wanna try putting a projector light under the surface and flipping the surface normals to project special effects lighting via related shadowcasting.... somebody may beat me to that though, I'll bet it would look great!

- Mark / 3dvisuals dude
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