Request RealTime KeyFramer

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Request RealTime KeyFramer // The Garage

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Post by Steinie // Dec 12, 2008, 4:20pm

Steinie
Total Posts: 3667
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I liked TB tS7.6 FPN Camera Keyframer and was wondering if the following could be done?

I would like keyframes created while I manipulate an object in realtime. The user can set the intervals in seconds in advance. Afterwards I can delete the keyframes I don't need and then render to file.

The idea above came to me while manipulating a Character I made, moving it like a puppet. I wished I could have captured it and then edit later. Very realistic results could be achieved this way.

Post by mrbones // Dec 12, 2008, 4:58pm

mrbones
Total Posts: 1280
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You can apply a physim prop to your actors skeleton. Hit the down key once to access actors skeleton level.


Use phys move tool while sim is running and recording.


I have a tutorial around here somewhere...


Or you can use physmove tool on actor while generating keyframes in a procedural clip.


LEt me know if that helps/:o

Post by trueBlue // Dec 12, 2008, 5:57pm

trueBlue
Total Posts: 1761
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This is the same Keyframe script used in the FPN Camera Keyframer. I've made it dependent on one object at a time purposely so it has more control as to what is being Keyframed. You will have to Import an OwnerName object from the System - Kernel library inside your object and Export it's attibute by right clicking and selecting Export, as shown below. Then hook it up to the Object Keyframer's Owner Name attribute also shown below. Or you could enter the path and name yourself. You can adjust the Timer's Period, controling how fast (smaller number) or how slow (larger number) the Keyframer script activates.

Post by mrbones // Dec 12, 2008, 6:11pm

mrbones
Total Posts: 1280
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how does this work,


Say for instance, does this automatically advance the interval of next key frame?


SO could I move my character, and the script automatically goes to frame 5 and records a key? move character again script moves to frame 10 and records a key. repeat ....




This is the same Keyframe script used in the FPN Camera Keyframer. I've made it dependent on one object at a time purposely so it has more control as to what is being Keyframed. You will have to Import an OwnerName object from the System - Kernel library inside your object and Export it's attibute by right clicking and selecting Export, as shown below. Then hook it up to the Object Keyframer's Owner Name attribute also shown below. Or you could enter the path and name yourself. You can adjust the Timer's Period, controling how fast (smaller number) or how slow (larger number) the Keyframer script activates.

Post by trueBlue // Dec 12, 2008, 8:57pm

trueBlue
Total Posts: 1761
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Oppps...Not very well at all. Sorry about that! I was in a hurry and did not test it before I posted it. I forget to hook up the Timer to the Script. :o
I fixed that and uploaded it. This still is not a very good solution especially for Character Animation. Does not work as I had thought it would.

The script uses the Timer's Frame attribute for setting the Animation Editors Keyframe for the Object that you supply the path and name to. It sets every Keyframe continuously while it is running. In fact it is not aware of the Animation Editors Frame at all, only the Timer's Frame. It is also a one shot deal per object. Again not a very good solution.

You can try this:
http://forums1.caligari.com/truespace/showpost.php?p=82085&postcount=14
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