CompuServe Thread

#AP 1.3 tween feature

10 messages in this thread
#151384From: Mei-Tien HsingFeb 6, 1995 7:51 PM
I am curious about the 2D tweening feature in AP 1.3. How does it compare to 3DS? How do we define the keyframes, and how much can we control the tweening process? Or, I can just use Elastic Reality to tween( not easily as I can tell ). Will Animator Studio have the same feature? Thanks. Mei-Tien
#151493From: NAAUGFeb 7, 1995 12:14 PM
/* I am curious about the 2D tweening feature in AP 1.3. How does it compare to 3DS? How do we define the keyframes, and how much can we control the tweening process? Or, I can just use Elastic Reality to tween( not easily as I can tell ). */ Hi. Animator Pro and 3D Studio are very different products. Comparing the "tweening" ability of these two would be like comparing the TEXT tools of a word processor with a spreadsheet. Tweening in AniPro is polymorphic, meaning it changes from one shape to another. It is also planar. There are no "keyframes"… simply two vertice lists which define the boundaries of the begining and ending shapes. Controls allow you to reference which beginning vertice goes with which ending vertice. The word "tween" in 3DS means something completely different with regard to geometry and surface construction of 3D objects in the Lofter. The closest thing to AniPro's "tweening" (instructions on vertice transitions) is Keyframer's Morphing features. -dave
#151669From: Mei-Tien HsingFeb 8, 1995 9:50 AM
Dave, Thanks a lot for your explanation. I used 3DS a bit, but I found it is useful to have 2D in some cases. However, I am interested in minimizing the work required for inbetweens in 2D. I noticed there are people using 3DS for 2D animations, and wonder why? Sounds like if I do tweening in AP, I need to individually tween , say the leg , the arm, and the body between the initial to final frames. Correct? It just captures the outlines of the figures for tweening. Essentially the same as Elastic Reality. Mei-Tien
#151726From: Nik Grant [adesk]Feb 8, 1995 12:47 PM
"Sounds like if I do tweening in AP, I need to individually tween , say the leg , the arm, and the body between the initial to final frames. Correct? It just captures the outlines of the figures for tweening" Yes, the Animator Pro tweening is a collection of points that make up an outline of a shape. These points are then told to move in a straight line to a new location, some frames later. Using tweening to animation figures will be very limited, as the length of someone's arm will probably change inadvertantly during the tween process. Since the points are essentially an outline, the filled image is not tweened at the same time.
#152037From: Mei-Tien HsingFeb 9, 1995 6:27 PM
Nik, Interesting. it sounds like it is similar to elastic reality, the only benefit I can think of is that I do not need to retrace the figures. Thanks. Mei-Tien
#151727From: NAAUGFeb 8, 1995 12:50 PM
>>>DAVE>>> Sounds like if I do tweening in AP, I need to individually tween , say the leg , the arm, and the body between the initial to final frames. Correct? It just captures the outlines of the figures for tweening. Essentially the same as Elastic Reality. There are no "legs" or "arms" in AniPro. There are no outline-capturing tools in the program. EVERYTHING is a pixel to AniPro. The whole process by which images and animations are generated is different than in 3DS… in 3DS you work with geometry, in AniPro you work with cels. Motion in 3DS is keyframed while motion in Animator Pro is Moved, scaled, spun or told to follow a path (splined if you like) over a series of frames. The tweening tools in AniPro aren't typically used for character animation since polymorphs are only allowed (certain specific shapes)… and the vertex-to-vertex descriptions take a lot of time to generate for impressive tweens. It is different than EReality. <<<DAVE<<<
#152038From: Mei-Tien HsingFeb 9, 1995 6:29 PM
Dave, I thought I understood, now I don't quite know if I really know. Anyway, it does not sound encouraging to use AP 1.3 tweening for character animation. Thanks again. Mei-Tien
#152045From: NAAUGFeb 9, 1995 7:28 PM
/* I thought I understood, now I don't quite know if I really know. Anyway, it does not sound encouraging to use AP 1.3 tweening for character animation. */ Let me make myself clear, Mei-Tien. Animator Pro is great for character animation (as will be Animator Studio. The "tweening" feature is not what does this though. <g> Onionskinning, tracing, and optics are the tools usually used for animation frame-by-frame and in-between frame construction. -dave
#152204From: Mei-Tien HsingFeb 10, 1995 10:47 AM
Dave, Allright, I think I know what you mean now. Tweening is not good for character animation, period. Every frame is best traced and/or modified with the help of onion skin. 3DS does have some benefits except these cartoon look animations. Mei-Tien
#152267From: NAAUGFeb 10, 1995 3:06 PM
/* Allright, I think I know what you mean now. Tweening is not good for character animation, period. Every frame is best traced and/or modified with the help of onion skin. 3DS does have some benefits except these cartoon look animations. */ For Disney-style or Monthy-Python-style (clipart), AniPro works great. For Donkey-Kong Country, 3DS. "Character animation" is a broad subject. 🙂 -dave