TS7.1 Player animation files generator

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TS7.1 Player animation files generator // The Garage

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Post by clintonman // Apr 13, 2006, 7:01pm

clintonman
Total Posts: 304
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This object will enable automatic creation of sequence files from the Player view using keyframed animations. The individual frame files would then be used to create an animation file. First thing is to make sure the Player's Render to File is set to save a sequence of images.

Create a keyframe animation.
Set the playback rate to 1 frame/sec
Import the object and load it into the link editor
Be sure the player view is active and push the start button
play the animation and each frame will be saved to disk
push the stop button to finish

The resulting frame files can be compiled with a video editor or imported back into truespace as an animated sequence.

Post by splinters // Apr 13, 2006, 11:21pm

splinters
Total Posts: 4148
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Nice, and thanks Clintonman-must try this...:)


Have one of these; :banana:

Post by clintonman // Apr 14, 2006, 6:31am

clintonman
Total Posts: 304
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Délé I got your PM but for some reason I couldn't respond. To answer your question, please do impose. I'm looking forward to seeing what you came up with.:)


Clinton

Post by Délé // Apr 14, 2006, 8:16am

Délé
Total Posts: 1374
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Thanks Clinton. Your script works great! :) :banana:


I added a little script to Clinton's keframe player render script to get it to render procedural animations that run off of a timer. This version will render the D3D Player view for procedural animation but not keyframed animation.


Here's how it works:


- Drag the Procedural Render script into your scene

- Link the Timer's "Time" output into the "Timer IN" on the Procedural Render object, and link the "Current Timer" output to the rest of your animation. So basically the timer is just getting filtered through the Procedural Render object.

- Set the desired FPS and Speed. The speed is a percentage of the original timer so if it is set to 100 it will play back at 100% speed. I recommend setting the speed to 2 or below when rendering the animation to avoid frames being skipped.

- Make sure the Player render to file is set to sequence and the desired save location is set. (Page 931 of "New in 7.1")

- Press Activate on the Procedural Render object. Now start your timer and it will begin rendering. You can see what frame it is currently on by looking at the "Current Frame" output.

- Stop the timer when you're done. Press Deactivate to disable the rendering script.


The frame files should now be saved. :)

Post by clintonman // Apr 14, 2006, 8:49am

clintonman
Total Posts: 304
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If you don't have a video editor you can get a free one here.


http://www.virtualdub.org/


After downloading and extracting the files just run the virtualdub.exe to get started.

Post by noko // Apr 14, 2006, 4:19pm

noko
Total Posts: 684
Thanks you Two! Most outstanding. Tested procedural animation and I was able to record frames to file with it. This will be a life saver, Thanks once again. :)

Post by parva // Jun 6, 2006, 6:12am

parva
Total Posts: 822
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ähm... studid question :D but where is the Timer Scrit?

I have a Timer but that one looks different as Délé's sample (with Period and Active checker)?!

Post by Délé // Jun 6, 2006, 8:37am

Délé
Total Posts: 1374
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Actually that's a good question parva. I apologize, I didn't think to post the old timer that I still use. I like to use the timer that came with 7.0 rather then the new one in 7.1 because I find it is more predictable. The new one has the controls, which is better, but sometimes the timer jumps a few seconds when it starts. The old one always starts from exactly zero.

Here is the old 7.0 timer:

Post by parva // Jun 6, 2006, 9:50pm

parva
Total Posts: 822
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thanks Délé :)
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