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- Date: Sat, 27 Dec 1997 16:42:32 -0600
- From: "Stephen G." <sgiff@AIRMAIL.NET>
- Subject: [IML] IFW: Keyframe Improvement
-
- I am sure many of you have found that when keyframing object movment you
- may begin to set the desired keyframed positions and then after going back
- you see that keyframed path is causing objects to travel out of boundaries
- that you were expecting. This means you need to go back and add other keys
- inbetween the original ones to force the movement back into a desired
- trajectory. The problem is that you then have to decide how many frames in
- between each key will keep your object moving at the same rate of travel.
- This is difficult unless you can choose a keyframe in the middle, but this
- is not always possible if you want the path to be confined to tight curves.
-
- The current implementation of keyframing has two major problems in my
- opinion which add a lot of extra time in trying to create smooth motion.
-
- 1. The path of the keyframe is automatically generated by Imagine which
- usually results in undesired movement of objects.
-
- 2. If you need to go back and insert additional keyframes in a smooth
- motion segment, it is impossible to determine at what frame and at which
- point in the current trajectory or path the new keyframe should be inserted
- because if you select one at random, you lose the contiguous motion that
- was originally there.
-
- I have included examples of this problem and the solution here:
-
-
- http://web2.airmail.net/sgiff/images/keyframe.jpg
-
- There are those who will argue that you can always create a path in the
- Stage and edit the path but if you have ever tried to create a complex
- banks and curves, you know it is difficult. Furthermore, keyframing by
- moving objects is simple and much faster. and forces any object to move
- along the path at one rate without the ability to keyframe positions along
- the path should you desire.
-
- ---------------------------------
-
- Date: Sun, 28 Dec 1997 21:09:42 -0800
- From: Mike McCool <mikemcoo@EFN.ORG>
-
- Hey Stephen,
-
- I may be 180 degrees off here, but my hit on this prob is that it
- has to do with the way Imagine interprets (interpolates) the splines of
- the path.
-
- In another mandelbrot renderer that shall remain nameless, there's
- an easy way to assure that what you set in a keyframe is what you get.
- You simply set spline interpolation as LINEAR, and you'll get EXACTLY the
- path you set.
-
- Disadvantage of this--and the elegance of the way Imagine
- interpolates splines,--is that your objects can jerk about
- unrealistically, if there are drastic changes of direction.
-
- (I've tried various settings of spline interpolation, in Imagine's
- action editor bar, to get objects to stay true to the path I've assigned).
-
- Again, if this is no help to your prob, please excuse the width.
-
- Jerking smoothly on path,
-
- ---------------------------------
-
- Date: Mon, 29 Dec 1997 04:42:03 -0600
- From: Mike Bayona <mb@MB.SIMPLENET.COM>
-
- First off, SG, I got your original post, but didn't reply because I knew
- what would happen if I did....
-
- > I am
- >sure it is something that will be added in future versions.
-
- >I think the same could be true of velocity scaling, namely some graphical
- >way of controlling these wonderfully useful options.
-
- While you may be sure, I remain doubtful... My reason is simple. Item
- #89 on the Animation CUP Feature Vote Page, by Tom Delaney is "Editable
- Function Curves" check out Mike H's response in red on the page.
- http://homepage.midusa.net/~toto/misc/editable.htm
-
- ---------------------------------
-
- Date: Thu, 1 Jan 1998 23:28:14 +0400
- From: Charles Blaquiere <blaq@INTERLOG.COM>
-
- Stephen G. wrote:
- >
- > http://web2.airmail.net/sgiff/images/keyframe.jpg
-
- Stephen, I agree that, currently, Imagine's spline interpolation creates
- uncertainty as a side effect. One "band-aid" way Impulse could alleviate
- the situation, without changing the entire morph algorithm or adding a
- full visual interface, could be to have a "Show motion path" Object menu
- item. This would have Imagine compute the selected actor's motion
- through the entire project, and display the result in the four views as
- a path, with a dot placed along the path at every keyframe. The dots
- could help you judge where to define additional keyframes without overly
- disturbing the object's velocity. (You'd activate Bluing to preserve the
- visible path as you flip to the relevant frames)
-
- Come to think of it, this beings up a technique I've used in the past,
- to display an object's motion:
-
- - Use Hide Layers to remove unnecessary objects from view;
- - Go to the first frame;
- - Activate Bluing and Quick Stage;
- - Flip through all the frames in the animation.
-
- The result shows a composite of all the positions my object has
- occupied. If you wanted a simpler display, you could temporarily resize
- the object to a small value to have its bounding box approximate a large
- dot, or you could add a small axis to the scene, position it atop the
- object on the first frame, Associate the axis to the object, and hide
- all but the axis; it would follow the same motion as the object, but its
- small bounding box would also approximate a large dot.
-