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bobbel DeleD PRO user
Joined: 22 Jan 2009 Posts: 48 Location: Good question *Looks around*
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Posted: Tue May 12, 2009 2:00 pm Post subject: Deled animation request |
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there is 1 thing i miss in DeleD: when you wanna rotate a joint, you can only do that with the mouse. but with very accurate timing, i would also like to be able to fill in like: 360 degress, or maybe even 720 degrees (for a double loop) is this already implemented? if not, plz? its the only thing i miss! |
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chronozphere DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Tue May 12, 2009 3:30 pm Post subject: |
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I agree. There should be a way to manually enter an angle. |
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bobbel DeleD PRO user
Joined: 22 Jan 2009 Posts: 48 Location: Good question *Looks around*
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Posted: Tue May 12, 2009 4:58 pm Post subject: |
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yeah, like, if you wanna have real accurate timing and you only use 39 frames because else it won;t look like its spinning, and then it just makes a little, little twitch u can't fix cuz you can;t enter angle manually |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Tue May 12, 2009 6:17 pm Post subject: |
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Added to our todo list! _________________ Check out Figuro, our online 3D app! More powerful 3D tools for free. |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed May 13, 2009 6:14 pm Post subject: Re: Deled animation request |
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bobbel wrote: |
there is 1 thing i miss in DeleD: when you wanna rotate a joint, you can only do that with the mouse. but with very accurate timing, i would also like to be able to fill in like: 360 degress, or maybe even 720 degrees (for a double loop) is this already implemented? if not, plz? its the only thing i miss! |
You usually can't do a 360 degree rotating in an animation program, because it will only interpolate to the same position. You have to do 2 180 degree movements. _________________
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bobbel DeleD PRO user
Joined: 22 Jan 2009 Posts: 48 Location: Good question *Looks around*
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Posted: Wed May 13, 2009 6:55 pm Post subject: |
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What i always do:
if you have 39 frames, 40 FPS, 360/40 = 9
first make a keyframe on the first frame on teh standard position
on the 39 keyframe, rotate it 351 degrees
then it jumps to the first frame, so it looks like its smoothly spinning
but i have to guess now since i can't manually enter the anglez
and thx Jeroen! |
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chronozphere DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Wed May 13, 2009 9:04 pm Post subject: |
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Quote: |
You usually can't do a 360 degree rotating in an animation program, because it will only interpolate to the same position. You have to do 2 180 degree movements. |
That makes perfect sense to me, but It's not what DeleD does.
Create an animation and make two keyframes at the first and last frame. Now move the slide to a frame in the middle and start rotating a joint 360 or 720 degrees. You will see that the joint will rotate and make one or multiple complete rotations without the need of more keyframes.
I guess this is because DeleD doesn't clip the angles to a 0 - 360 range. This can be considered a bug, because it may lead to unpredictable results when users accidentaly rotate joints more than 360 degrees. |
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Thu May 14, 2009 9:58 pm Post subject: |
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Sure you can do a 360 degree spin. 3ds Max allows you to animate a controller up to 720 degrees between two keyframes if you want. Typically, you'll do this in track view, because most applications don't have a good 3D gui for those kinds of values. |
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