#Keyframer
9 messages in this thread
Is there a way to delete elements in the Keyframer?
Suppose you have a star-field object created with Scatter (one
object–3000 elements) and you want to delete a few of the star
elements that get too close to the camera's path as viewed from the
Keyframer camera view (i.e. the rendered view).
The camera view in 3D Editor doesn't correspond with the camera view
in the Keyframer because the star-field object rotates in the
animation, so doing it in the 3D Editor won't work in this situation
(I don't think…). There are 3000 elements in the object and they
all look exactly the same. Any ideas? -Jeff
Hi Jim,
<< Any ideas? >>
Well.. if you had R4 and scripting you could have a loop that for each frame
asked is there was an object within a certain distance from the current camera
position. If any objects existed, hide|delete them.
would that do it for you?
jonas
There's no explicit way to delete elements in the KF, but here's a workaround
for you.
Once you've found a frame that lets you see a star element that you want to
remove, do an Object/Snapshot. This will make a new ROTATED object in the
Editor. Now, Hide your original star cluster object.
Next step is to position a cube object over the element in the new snapshotted
object that you want to delete. Go back to the Editor and the cube will act as
a 3D cursor for ya. Delete the element, go back to the KF, and Unhide the
original object. Now, copy the animation from the first star cluster object to
the new snapshotted object and you should be back in business.
– G
<< Once you've found a frame that lets you see a star element that you want to
remove, do an Object/Snapshot. This will make a new ROTATED object in the
Editor. Now, Hide your original star cluster object.
Next step is to position a cube object over the element in the new snapshotted
object that you want to delete. Go back to the Editor and the cube will act as
a 3D cursor for ya. Delete the element, go back to the KF, and Unhide the
original object. Now, copy the animation from the first star cluster object to
the new snapshotted object and you should be back in business. >>
This would be a good one to tackle for the Universal PXP scripter 🙂
The distance-from-camera test using a script sounds like the answer.
I know very little about the scripting capability at this point. Can
you deal with elements that closely? Can you find the distance of an
element from the camera, and can you hide individual elements? I'll
have to look into that. Thanks, Jeff B.
Howabout bringing up this topic at the User group and see what kind of
response you get. By the way, did you get the fax I sent yesterday
(wednesday)? Don't forget to bring any cool stuff you want to show
off.
Hi Jim,
<< Can you deal with elements that closely? >>
The Universal PXP scripter has not been released yet by KUB, so I
can't say how much control you'd have in dealing with elements.
Gary's responce about the keyframer/editor interaction is the answer
with elements. The R4 keyframer scripter alone, does not give you
enough to deal with elements.