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Author Topic: Where can I start? II - Chat Room  (Read 29344 times)

Owl

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Re: Where can I start? II - visibility switching
« Reply #15 on: January 07, 2015, 09:47:22 pm »

Visibility switching worked well: All the elements were in perfect registration because they all belonged to the same parent, started on top of each other and were switch on/off at the right times.
Thank you for your help.
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thecolclough

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Re: Where can I start? II - Chat Room
« Reply #16 on: January 08, 2015, 07:22:57 am »

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Owl

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Re: Where can I start? II - Nudge
« Reply #17 on: January 08, 2015, 08:30:30 am »

How do you nudge the placement of an element/object when the mouse movements are too course?
Are there keys that will nudge one pixel each push?
Thank You
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ENSONIQ5

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Re: Where can I start? II - Chat Room
« Reply #18 on: January 08, 2015, 08:38:04 am »

In Object mode you can use the cursor keys for small increments, but not in Scene mode.  Best way for accurate positioning in Scene mode is double-click the element and directly edit the Location coordinates.
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Owl

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Re: Where can I start? II - Chat Room
« Reply #19 on: January 08, 2015, 09:22:53 am »

Thank You
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kreator

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Re: Where can I start? II - Chat Room
« Reply #20 on: January 08, 2015, 11:33:31 am »

Quote
In Object mode you can use the cursor keys for small increments, but not in Scene mode.

Something I asked for in the Feature Request Thread http://www.anim8or.com/smf/index.php/topic,4647.0.html

Remap Arrow Keys: So that they are used to tweak position/orientation/scale like in the other editors. Use the Function Keys or some other set like , and . or [ and ] to move along the timeline. (kreator)
« Last Edit: January 08, 2015, 11:34:54 am by kreator »
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Owl

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Re: Where can I start? II - Fames per second
« Reply #21 on: January 08, 2015, 08:36:42 pm »

Anyway to increase the resolution to reduce the jerkiness of a scene (movie). In other words, make a scene twice as long by adding more frames so the moment is smoother?
Thank You
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ENSONIQ5

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Re: Where can I start? II - Chat Room
« Reply #22 on: January 09, 2015, 02:35:06 am »

Not really, no.  The best course of action is to plan your animation reasonably thoroughly before keyframing, with particular attention paid to timing.  One technique that can be beneficial is to film (with a video camera, iPhone, whatever) yourself moving placeholder objects at the speed you want them to move.  Once loaded in a video editor this can be used as a sort of master reference for your animation.  Most people underestimate the number of frames required for an animation to look un-rushed, and consequently reduce the frame rate to slow things down.  Anything below about 15fps generally looks jerky, I don't go below 24fps.

If you have not created many keyframes you could extend the total frames and manually correct the animation.  Otherwise your best course of action would be to create a new Scene (note: this is one of the best things about Anim8or, being able to create multiple Scenes in a single project using the same collection of Objects).

NOTE: If you are keen and up to the task, you could edit the .an8 file in a text editor.  In the Scene section you could increase the number of frames by a multiplication factor (eg. 2 to double the length of the animation) and double the frame number for all elements and controllers ('pointkey', 'qkey' etc.).  Potentially tedious, but no more so than manually correcting the Scene (TBH it could probably be done in Excel with a bit of manipulation and formula building).  I have not done this myself so cannot warn against any potential pitfalls... definitely work on a copy, not the original ;)
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johnar

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Re: Where can I start? II - Chat Room
« Reply #23 on: January 09, 2015, 03:45:15 am »

 For interest sake, you can insert extra frames between keys in the timetrack. May not accomplish properly what you're trying to fix, but interesting to play with.
 To insert or delete frames in scene mode, select an empty frame, like this:

 and go Edit -> frames -> insert selected frames. That will insert 1 frame.
 To insert multple frames, click on 1 empty frame, hold shift and click on another frame further along, which will select the 1st and last selected frames, and those inbetween, like this:

 Good for simple inserting xtra frames. (and deleting selected frames too)
 
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Owl

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Re: Where can I start? II - Chat Room
« Reply #24 on: January 09, 2015, 07:48:21 am »

Thank You
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Owl

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Re: Where can I start? II - Morph
« Reply #25 on: January 10, 2015, 03:21:03 pm »

Missing something on morph. Following the manual ... but what comes next. Where do I enter the usual parameters of how many frames should the morph take?
Thank You
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RudySchneider

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Re: Where can I start? II - Chat Room
« Reply #26 on: January 10, 2015, 05:14:38 pm »

Like anything else you animate in Anim8or, just key-in the frames where you want the morph(s) to appear or disappear.  Sample file attached.

By the way, did you know you can apply a "negative" morph, or a value of greater than 1?
« Last Edit: January 10, 2015, 05:21:55 pm by RudySchneider »
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Owl

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Re: Where can I start? II - Morph
« Reply #27 on: January 10, 2015, 06:31:08 pm »

Got it! The one thing to add, to make it more clear to a Newbie is after you add a keyframe by selecting a frame and double clicking where you want to add-keyframe .... Then before you close that pop-up box, input a "value".
Thank You!
« Last Edit: January 10, 2015, 06:32:45 pm by Owl »
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Owl

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Re: Where can I start? II - Morph
« Reply #28 on: January 11, 2015, 12:02:13 am »

Can someone suggest how to animate (morph?) a sheet of thin-flexible material (like paper) being folded over into a loose fold?
Thank You -
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johnar

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Re: Where can I start? II - Chat Room
« Reply #29 on: January 11, 2015, 12:41:31 am »

Quote
a sheet of thin-flexible material (like paper) being folded over into a loose fold?
This could possibly be better accomplished by using bones. (figure mode), if you're keen to give that a try.
  Morphs are absolutely awesome for a lot of stuff, but a possible problem with 'folding a piece of paper' using morph targets is that they tend to take the straightest line, so getting the 'arc' effect when folding something over won't always work out.
 Bones, however, arc nicely, and more perfectly suited to what you're suggesting.
 When you make your 'thin plastic sheet', remember to allow enough points for the bones to hold on to. ie: use 'weights' rather than influences when given the option, and understand that when 'painting weights' in figure mode, its the points that get attached to the selected bone.
 Check out the manual for basics of animating in figure mode. (chapter 5. Figure editor)
 Although mostly dealing with 'influences', there is a short section on painting weights at the end of the chapter, and it does explain the 'gist' of how bones are used to animate objects.
 Good luck, sounds like you're learning some stuff. I would suggest to 'give bones a go', and let us know how things are working out. :)
« Last Edit: January 11, 2015, 03:47:15 pm by johnar »
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