CompuServe Thread

#Keyframer

9 messages in this thread
#132918From: Jim MaxeyNov 2, 1994 3:10 PM
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
#132938From: Jonas Ruikis [ADESK]Nov 2, 1994 5:49 PM
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
#132956From: Yost GroupNov 2, 1994 7:08 PM
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
#132985From: Jonas Ruikis [ADESK]Nov 2, 1994 9:09 PM
<< 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 🙂
#133237From: Jim MaxeyNov 3, 1994 5:46 PM
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.
#133316From: Tim c BrananNov 3, 1994 11:46 PM
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.
#133456From: Jim MaxeyNov 4, 1994 1:18 PM
Got your FAX a couple days ago. Two or three others are probably going to come along with me. I think I'll bring along a copy of the animation in question. See ya then, -Jeff B.
#133405From: Jonas Ruikis [ADESK]Nov 4, 1994 11:01 AM
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.
#133454From: Jim MaxeyNov 4, 1994 1:15 PM
Got your FAX a couple days ago. 3 or 4 others have expressed interest as well. I think I'll bring along a copy of the animation in question and see if anyone has any bright ideas. See ya. -Jeff B.