CompuServe Thread

#How To Figure Out Timing

16 messages in this thread
#143015From: Alex KaramanoglouDec 21, 1994 7:26 AM
Hi there, I have a quick question for all of you. It's something that has been bothering me for quite sometime: Is there a rule of thimb when using timing for animaitons? Let me explain: If I'm, for example, animating letters walking across a plane and jumping into place in a logo, how do I know how many frames to put in between each movement or morph? I have no PAR or any other device on which I can see the animation at 'real-time' speed so I have no way of knowing whether the speed of movement is slow, fast or even. Do you guys have a trick I could use for the future? I'm sort of caught up in the middle of a proyect and don't have time to do "tests," the first try has to be the right one. I appreciate any suggestions.. Alex K.
#143019From: Jonas Ruikis [ADESK]Dec 21, 1994 8:00 AM
Hi Alex, << I have no PAR or any other device on which I can see the animation at 'real-time' speed so I have no way of knowing whether the speed of movement is slow, fast or even. >> Motion study took on a new meaning after I started to use the PAR. If PAR-like devices are out of your budget, you may wish to look at flic compression/playback techniques as a motion study solution. Search the libraries for keywords SMACKER and NEWAGE. jonas[adesk]
#143139From: Alex KaramanoglouDec 21, 1994 4:28 PM
Hi Jonas, Thank you for your reply. I will try them out to see how they work out. Thanks again… Alex.
#143583From: Chris HunterDec 24, 1994 11:21 AM
Hi Jonas, <<Motion study took on a new meaning after I started to use the PAR. If PAR-like devices are out of your budget, you may wish to look at flic compression/playback techniques as a motion study solution. Search the libraries for keywords SMACKER and NEWAGE. >> What are these SMACKER and NEWAGE programs? How would you use them for motion study solutions? BTW, How are the slopes? Chris
#143682From: Jonas Ruikis [ADESK]Dec 26, 1994 9:32 AM
Hi Chris, << What are these SMACKER and NEWAGE programs? How would you use them for motion study solutions? >> For someone who does not have a realtime playback device, these 2 programs add additional compression techniques to the flic file format and through their own players, are able to achieve realtime playback. It's this ability to view 30 fps on your computer monitor that makes these two programs valuable. jonas[adesk] ps.. skiing is real fun.
#143044From: ALAN IGLESIASDec 21, 1994 9:58 AM
For very early video-oriented motion tests, Alex, I usually set the Keyframer to play back at 30fps (in the 3DS.SET file), and go ahead and "play" the animation in box-mode in the KF. The next step could be rendering out a small Preview flic with Set Speed's Check Speed switch ON for a guaranteed frame rate during playback. -Alan
#143140From: Alex KaramanoglouDec 21, 1994 4:29 PM
Hi Alan, Thank you, I tried the Keyframer also, however, since my mesh is rather complicated, it won't "play" the mesh at that high speed. Oh wait a minute… Box mode? Hmmm haven't tried that one yet.. Thanks!! I'll talk to you later… Alex.
#143076From: Chuck RogersDec 21, 1994 11:40 AM
Alex < Is there a rule of thimb when using timing for animaitons? > This may help you in your quest for what you seek. Get Tony White's book called "The Animators Workbook," published by "Watson/Guptill." I think it will tell you what you need to know on how to get started. The reason I say this is because animation is a study of motion and sometimes the timing that you want is a matter of your perception and no one elses. Also study live action from a film with a stopwatch to get the aproximate timing for the scene that required. Hope this helps. Chuck Rogers (Reel Images)
#143082From: MARTIN G FOSTERDec 21, 1994 11:50 AM
Alex, >> animating letters …. how do I know how many frames to put in between each movement or morph? << I usually figure out the timing in my head, by counting or pacing out the scene in seconds or parts thereof. I'm usually pretty close when I render tests and see the action. >> don't have time to do "tests," the first try has to be the right one << you're asking for trouble here. You almost always need tests.
#143142From: Alex KaramanoglouDec 21, 1994 4:31 PM
Hi Martin, I know what you mean, when you say that you always need tests, but I'l going to have to wing this one (g). Thanks, and I'll talk to you later… Alex.
#143150From: Paul Sanford [LVL5]Dec 21, 1994 5:08 PM
As an add-on to what Alan said, I usually do previews at a lower resolution (i.e. 320×240 instead of 640×480). I also usually only render preview every 2nd or 3rd frame, then set preview play speed at 15fps or 10fps, respectively. Using this method you will get a decent preview in a short rendering time. Its then easy to simply slide keys in the KF to tweak the timing, rerender, tweak, rerender…etc. Paul S.
#143223From: Alex KaramanoglouDec 21, 1994 9:55 PM
I'll try that too Paul. thanks! Alex
#143185From: Yost GroupDec 21, 1994 7:08 PM
You're getting plenty of replies. When you get around to project in which you have time for tests, here's a technique I discovered that was too late to document. You can create a spline/path in the Shaper using the Freehand tool. When applied to an object as motion, it'll come close to imitating the velocity changes of the mouse that were used when creating the freehand spline. Of course, you can't always apply such a path directly to an object you want to animate in a scene, but you can use it on a draft object to get an idea of comparitive movement, and then imitate the timing in the Keyframer. – Jack
#143224From: Alex KaramanoglouDec 21, 1994 9:58 PM
Hi Jack, Sounds interesting, but at this time, I don't even have time to think about that (g) Thanks anyway…. Alex.
#143303From: Peter M. GruhnDec 22, 1994 10:25 AM
A rule of thumb that I have is "Make things happen faster than I think they should happen." My work always comes out slow and stupid looking. Your milage may vary. – gruhn
#143324From: Alex KaramanoglouDec 22, 1994 12:17 PM
Hehe! Thanks for that one, I'll keep it in mind… Thanks again… Alex