Lack of Animators

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Lack of Animators // New Users

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Post by jamesmc // Mar 23, 2006, 1:17pm

jamesmc
Total Posts: 2566
I noticed the majority of posts here are about static models and scenes.


Are there a lack of animators in tS?


If so, why?


The collision, gravity and etc. seem to be reasonably powerful for some effects.


I guess key frame animating is hard work, but you only need at most a seconds of action for one movie scene. Then you do another.


But anyway, back to the original question, are there just not that many people interested in animation in tS?

Post by hultek43 // Mar 23, 2006, 1:32pm

hultek43
Total Posts: 234
Depending upon the animation needed, the steps to make it happen may not be as difficult as it may seem. How many jobs are there for or that need animation? The next thing is landing one of those jobs IF you do actually hear about it.

Post by Bobbins // Mar 23, 2006, 1:40pm

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Total Posts: 506
I'm very interested in (character) animation. It's just that the native tools currently available in trueSpace are limiting and very hard for me to do what I want. About 2 - 3 years ago I decided the end result wasn't worth the effort and stopped.

Post by splinters // Mar 23, 2006, 1:57pm

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Total Posts: 4148
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Likewise, I design characters and wanted to rig them so they could be 'dynamically' posed for still images as illustrations in my book projects. However, it was not intuitive so I also gave up...:confused:

Post by jamesmc // Mar 23, 2006, 3:02pm

jamesmc
Total Posts: 2566
Wasn't looking for a job in animation, I'm retired anyway. :)


Was just curious to the reasons why few animators.


You can animate with cameras view a lot. If you notice in movies, when a punch is thrown or a gun fired, the camera will often change view to the victim or the instigator so that a new pose can be made. Then add a few sound effects, etc.


I'll be animating a toon soon after the props and figures are built. I'll use some post produciton gimicks as well as other programs. I don't think studio animators limit themselves to one program.


They have to consider terrain, special effects, cameras, scripts and etc. in order to make it work.


Just wondering as there appear to be many fine artist in tS.

Post by Tiles // Mar 23, 2006, 10:49pm

Tiles
Total Posts: 1037
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Let´s have a look at the bones part in animation.


One of the reasons may be the fact that the current native ts bones is too buggy. Needs lots of experience and workarounds to retreive a result that is far behind from anything else you can do in other software then. One nail for example. Makes some special animations nearly impossible. Or the shake bug when you accidentally animate upwards the hierarchy. Or all this destroyed rigs after reloading. Or ...


Well, there is Motion Studio. Which is more powerful and ways more stable. But it costs a bit. And the price for more power is a bigger effort to rig the model for example. Besides some other limits where the native bones are more powerful. Constraints. Or the possibility to "model" with bones. With native bones you can split hierarchy , and you will receive the deformed mesh then. I used this method for some organic stuff ...


It is more than time that Caligari adds a working bones system into TS!

Post by W!ZARD // Mar 24, 2006, 12:27am

W!ZARD
Total Posts: 2603
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I've dabbled with animation but find that static images hold more appeal - I favour BIG scenes and lots of computationally demanding features - reflections, transparencies, ho-poly models. It is not uncommon for my scenes to render overnight and an animation rendering at 1 frame per 12 hours is more than I'm prepared to wait for!

I am happy enough creating hi quality static images - not so interested in making lower quality animations

Post by frank // Mar 24, 2006, 4:02am

frank
Total Posts: 709
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I noticed the majority of posts here are about static models and scenes.


Are there a lack of animators in tS?


If so, why?


The collision, gravity and etc. seem to be reasonably powerful for some effects.


I guess key frame animating is hard work, but you only need at most a seconds of action for one movie scene. Then you do another.


But anyway, back to the original question, are there just not that many people interested in animation in tS?


Hi jamesmc!


I think the other guys pretty much summed it up. It boils down to lack of tools.


As far as gravity, collision (physics), I would consider that simulation instead of animation. I'd put it in the same category as particle effects, crowd simulation, movement capture, and similar.


I think many folks who have been waiting for native character animation tools (IK/bones) in trueSpace have moved on to the free Blender or a similar-cost package like Softimage|XSI Foundation.


That said, I've been sticking around for a while and have high hopes for what 7.5 will bring.

Post by JPSofCA // Mar 24, 2006, 8:56am

JPSofCA
Total Posts: 300
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I got into trueSpace long ago with the hopes of being able to experiment with animation.


Too many times I put hours on end refining, tweaking, adjusting...only to have things mysteriously turn into a contorted house of horrors on a regular basis.


We have only so many days in this world. I got knocked down one too many times - I got fed up with it.

Post by hemulin // Mar 24, 2006, 10:30am

hemulin
Total Posts: 1058
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I've never really got into animation with truespace. It requires time and that is something I have very little of at the moment. However in the future (ie next 5 years - i know it's a long time away :rolleyes: ) I plan to learn how to use the animation features of whatever tS version is around.

Post by Gwot // Mar 24, 2006, 10:51am

Gwot
Total Posts: 25
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I just messed with some simple keyframe editing and the scene editor last night. Is it me or is moving an object around in the player view kindof choppy when you are recording keys automatically?


I also had some problems trying to edit keys in the f-curves... they kept shooting off in strange directions when I'd try to adjust them. I couldn't get a decent curve for the life of me. I've used a lot of different curve editors and this was really strange behaviour. TS's tools seem pretty standard here in terms of functionality too. I barely needed to consult the manual at all before feeling comfy. But some of that behaviour was definitely odd.

Post by Tiles // Mar 24, 2006, 9:50pm

Tiles
Total Posts: 1037
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Never used F curves. I do it all by Keyframing. So i cannot help you out here. I even don´t know where to find it :D


For choppy animations, well, trueSpace makes everything animated round by default. And this ends in strange angles when you rotate a cube for example. Is that what you mean? If so, enter the Properties of every single keyframe, and click at sharp corner.

Post by Humdinger // Mar 25, 2006, 3:11am

Humdinger
Total Posts: 319
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WOW!


Page 2 and not one 'Fanboy' to chime in that the animation tools (bones in particular) are not that bad....?


There may hope afterall!


Then again...it's early


;)

Post by mrbones // Mar 25, 2006, 5:02am

mrbones
Total Posts: 1280
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Sorry Vinny,


I use TrueSpace bones and there not bad,;)


Actually, I use motion captured bones to make up for the lack of IK tools available currently in my favorite 3d program..


I hope that changes soon.


Cheers
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