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Author Topic: Interface concepts part II  (Read 286 times)
Pinkhair
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« on: July 29, 2010, 10:26:54 pm »

Animation Panel:

Long ago, WMV had the ability to queue up animations and play through them- even though the vestigial interface options are still there its been broken for a long time.  This is an attempt to make it less clumsy if the code for it is ever fixed.
The blending speed would be to put a few frames of transition when switching animations, instead of just jumping to new positions.
Lock animations could do with a better name, but it works for now.

Camera Panel:

Pretty simple, but hopefully flexible controls.  'Turn Table' would simply rotate the camera around the origin at a constant speed.
Load/Save/Import/Export would Load/Save camera preferences, and import/export would allow(limited) camera matching with popular formats.
Record/Reset would have a simple mouse movement recording, so you could then use the recorded motion with image sequence export.
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chuanhsing
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« Reply #1 on: July 29, 2010, 11:03:19 pm »

amazing...
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Kjasi
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« Reply #2 on: July 30, 2010, 12:35:29 am »

This is actually very close to what I've been thinking of doing once I get around to working on my "scripting" idea.
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« Reply #3 on: July 30, 2010, 12:41:00 pm »

amazing...

Thanks^_^  Is it possible?
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chuanhsing
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« Reply #4 on: August 01, 2010, 06:46:00 pm »

There are many geosets in one character model and hard to know which is upper or lower part.

The animation queue was implemented but there is a gap between two animations.
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« Reply #5 on: August 01, 2010, 08:36:52 pm »

There are many geosets in one character model and hard to know which is upper or lower part.

Well, you can already separate upper/lower body animations in the current build by unchecking 'lock animations' and choosing a different animation for the lower body.  It probably works based on bone names or something.  I remember machinima studio let you animate only the face bones, too.

Quote
The animation queue was implemented but there is a gap between two animations.

Awesome!  Well, it's a good start^_^  Do you think interpolation will be possible at some point?
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iwkya
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« Reply #6 on: August 02, 2010, 04:29:11 am »

keep it up, its looking good guys. I big step would be to have multiple models in scene, but i guess thats in the future Smiley
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« Reply #7 on: August 03, 2010, 10:45:22 pm »

r283


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« Reply #8 on: August 04, 2010, 01:37:13 am »

Interesting!

And ikwya, multiple characters seems like more trouble than it's really worth, what with having to be able to synch the animations up, and position them relatively, and positioning the camera relative to the two of them, etc etc etc... it's easier to just synch them up in a compositing program =P
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« Reply #9 on: August 26, 2010, 02:03:26 pm »

Very nice, though I think the 'mouth' controls a bit too much of the head/neck, since most animations make the head flail around wildly.
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