Keyframer/Insert Editing
13 messages in this thread
Suppose you have a long animation 3000 frames. Suppose you render all of the
frames and you like what you see on your PAR but you find one flaw in the
camera motion for about 100 frames. Suppose you must change the path for the
camera for those 100 frames and ONLY those 100 frames. Now the question part,
how do you go about ensuring that the rendered frames before and after the bad
100 match up exactly when you splice in the newly render ones? Moving a key or
adding a key appears to change the motion path at least as far as the next key
frame and maybe further which causes a non-alignment when splicing the frames
back into the completed animation. I haven't found any Continuity/Tension/Bias
settings which solve the problem. Any insights? Thanks.
Bob
Bob,
If you go to the frames just before and after the ones you want to update and
place a key there, won't that take care of your problem? For example, say you
want to change frames 400-499. Go to frame 399 in the original version and
place a key, then do the same for frame 500. I believe that any changes that
you make in between will not affect the other frames. Good luck!
Bob:
/_______________________From your message________________________\\
If you go to the frames just before and after the ones you want to update and
place a key there, won't that take care of your problem?
__________________________________________________________________
This causes the path to change dramatically and causes the misaligned camera I
described. This would work fine for a straight line camera movement but I have
a sharply curved camera path which I need to adjust. The problem which I face
is that I had no keyframes anywhere near where I need to edit. I suspect that
I may have to rerender many more more frames than I had hoped, back to the
previous keyframe and forward to the next one. This will be over a thousand
frames, bummer.
Bob
Hi Robert,
<< The problem which I face is that I had no keyframes anywhere near where I
need to edit. I suspect that I may have to rerender many more more frames than
I had hoped, back to the previous keyframe and forward to the next one. This
will be over a thousand frames, bummer. >>
In the Track Info Dialog box. you can "Add" any valid type of key inbetween
existing keys (see 8-23 in the Ref Man). After "adding" the key, you can adjust
the tension/bias/continuity to refine the shape of the path further.
Jonas:
/_______________________From your message________________________\\
In the Track Info Dialog box. you can "Add" any valid type of key inbetween
existing keys (see 8-23 in the Ref Man). After "adding" the key, you can adjust
the tension/bias/continuity to refine the shape of the path further.
__________________________________________________________________
This is exactly what I have tried as well as using the ADD KEY off the menus.
I have messed with the T/C/B values but I can't figure out a 'scientific'
answer,
I've only been able to eyeball the result and I've been pretty far off. When
adding
a key I thought I would get absolutely no change in the motion path. I thought
it
would be like putting a push-pin down into the string which is the path. The
result
I get when adding a key is similar to putting in a push-pin except that the
string
snaps tight, the path gets completely changed and always yeilds a much less
smooth
path than the one I had started with. There is no question that the position
of the
newly added key is where it is supposed to be. The problem I have is how far
down
the line of the new key and how far in front of the new key does the path get
altered?
It appears to me that the path changes all the way to the next key. Try this
experiment
and let me know what you get. Create a camera path which looks like this but
smooth:
1—
——2——–
———–
–
–
–
x-
–
–
–
———–
—- 3—–
4—–
Now add a key at the 'x'. When I do this the path gets pointed at the 'x' and
changes the
path's location between points 1 & 2 and also 3 & 4. My question is how do I
add a key at
the 'x' and still get the same picture as above without anything moving?
Bob
It would be real easy to write up a simple keyscript that interpolates and
saves the camera position at each frame, or across a range of frames. That way
you could have the camera exactly in the same spot after modifying a range.
LAM
Larry:
/_______________________From your message________________________\\
It would be real easy to write up a simple keyscript that interpolates and
saves the camera position at each frame, or across a range of frames. That way
you could have the camera exactly in the same spot after modifying a range.
__________________________________________________________________
Oh boy, you're gonna force me to learn to script aren't you? It's about time I
gave it a shot, now all I need is just a little time. Your idea looks like the
way to do it, I hope I can pull it off.
Bob
Actually I think one of the scripts that came with 3ds might do it
automatically. I think there was/is an acceleration/deacceleration routine
somewhere that would do it.
Providing that one isn't available, I would:
1) pick object to create keys on all frames for
2) get number of frames
3) get number of keys for object
4) create array to hold object position for each frame
5) do an InterpolateKey on object for each frame, storing position in array
6) do a CreateKey on object for each frame from position stored in array
The reason for storing the positions in the array, rather than just creating
the key, is to make sure that by adding keys you don't cause unintended motion
of the object in later frames.
See, no problem <g>.
LAM
Larry:
Thanks for the script outline, I'll check into the supplied scripts. It would
be nice to have one ready for editing right under my nose.
Bob
Wimpy wimpy wimpy <g>
See E-mail for your very own beta copy of ALLFRAMES.K3D. I'll load it up to
the library also.
LAM
Bob:
>> Suppose you must change the path for the camera for those 100 frames
>> and ONLY those 100 frames.
The only way I've found to fix this is to go into Tempo.kxp and then update and
exit without making any changes. This will create a key at every frame. Now
just go into the frames you need to fix, and the others will stay identical.
Greg Pyros
Greg:
Tempo eh? That's gonna cost me. I'll take a shot at scripting it as Larry
suggests and if I run out of steam I'll let my wallet bail me out. Thanks for
suggesting an option.
Bob
Bob:
Anytime!
Greg Pyros