Editable Motion Path
Editable Motion Path
Hey Guys
I'm working on my motion path tool. It's almost done, but I'm currently fighting with the positions fcurves bezier handle to 3d conversion...
Anyway, I have updated the teaser video:
Regards
A.
I'm working on my motion path tool. It's almost done, but I'm currently fighting with the positions fcurves bezier handle to 3d conversion...
Anyway, I have updated the teaser video:
Regards
A.
Last edited by Ahmidou on 05 Dec 2012, 21:24, edited 1 time in total.
Re: Editable Motion Path
Looks great! hope you solve the tangents stuff
Re: Editable Motion Path
Indeed looking great. There's got to be some tricky maths involved.
softimage resources section updated Jan 5th 2024
Re: Editable Motion Path
There is no words to describe HOW I want this feature!
Re: Editable Motion Path
Looking good. I've allways wanted this in SI like C4D has or similar.
Nice stuff.
Nice stuff.
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Re: Editable Motion Path
Please release it soon . With best regards.
Re: Editable Motion Path
Greetings,
Just to say..
Man.. that would be so absolutely useful!
I think XYZ Pos Fcuves are fine.. move something, key it, then move it & key it again..
and everything will interpolate.
But then, adjusting the motion as desired throught the xyz fcurves alone
is like trying to make a straight diagonal line (or a circle) using an etch-a-sketch lol
Nevertheless, balancing the slopes in time of all axis to make things go in the direction /speed you want
can be quite something.
I personally end-up just repositioning in 3d space and setting another key. (as others do i think?)
But (reliably) editing the motion path trajectory in directly in the viewport would absolutely be amazing!
The problem of course with path (percentage) constraints
is that you move a point of the path, & all position keys proportionately shift along the path.
(key positions based on path length)
..which is half-the case with path (param) constraints,
where moving path points is fine, but **adding** points then also shifts everything.
(key positions based on path "U" coordinates.. dependant on number of points)
Have no idea why there is no Path (SI-Units) constraints (based on distance along path)
(also tried to find (or attempt to figure how to make) an ICE thignie for just that)
So sometimes for some things, I sort-of hack something..
using Path (param) constraints, and having a good number of extra curve points at the end of each path,
so that the amount of points is always fixed..
when i need a new point, i grab it at the end, and it works.
Or otherwise I ghost nulls to see what i'm doing with the Fcurves
(which negligably affects performance if at-all .. vs. ghosting models )
so I can't of course edit in 3d space, but I at least get some good visual feedback.
That also has the advantage of displaying only the immediate before and after trajectory.
Since using actual paths, quickly becomes like tangled spaghetti,
especially when moving-things linger around in the same spot.
So I am thrilled to see that a more proper solution is in the works,
I personally hope you somehow addressed that spaghetti entanglement issue
..or if it's at-all possible for path curves to only be partly visible, (?)
or maybe sticking little sub curves .. showing only the ones near current frames ..
or a short single curve following along.. (or something?:)
But I mean .. even without local path visibility or other bells & whistles,
this thing would really be godsent.
Anyways,
Kudos! great work! (inspiring)
PS: There was no news since your first post..
It looks like you were so close, if not already there!
I certainly hope you are still at least loosely on it
or didn't let it go or anything?
and I'm sure many share the sentiment
(so close yet so far away!:)
cheers!
..
Just to say..
Man.. that would be so absolutely useful!
I think XYZ Pos Fcuves are fine.. move something, key it, then move it & key it again..
and everything will interpolate.
But then, adjusting the motion as desired throught the xyz fcurves alone
is like trying to make a straight diagonal line (or a circle) using an etch-a-sketch lol
Nevertheless, balancing the slopes in time of all axis to make things go in the direction /speed you want
can be quite something.
I personally end-up just repositioning in 3d space and setting another key. (as others do i think?)
But (reliably) editing the motion path trajectory in directly in the viewport would absolutely be amazing!
The problem of course with path (percentage) constraints
is that you move a point of the path, & all position keys proportionately shift along the path.
(key positions based on path length)
..which is half-the case with path (param) constraints,
where moving path points is fine, but **adding** points then also shifts everything.
(key positions based on path "U" coordinates.. dependant on number of points)
Have no idea why there is no Path (SI-Units) constraints (based on distance along path)
(also tried to find (or attempt to figure how to make) an ICE thignie for just that)
So sometimes for some things, I sort-of hack something..
using Path (param) constraints, and having a good number of extra curve points at the end of each path,
so that the amount of points is always fixed..
when i need a new point, i grab it at the end, and it works.
Or otherwise I ghost nulls to see what i'm doing with the Fcurves
(which negligably affects performance if at-all .. vs. ghosting models )
so I can't of course edit in 3d space, but I at least get some good visual feedback.
That also has the advantage of displaying only the immediate before and after trajectory.
Since using actual paths, quickly becomes like tangled spaghetti,
especially when moving-things linger around in the same spot.
So I am thrilled to see that a more proper solution is in the works,
I personally hope you somehow addressed that spaghetti entanglement issue
..or if it's at-all possible for path curves to only be partly visible, (?)
or maybe sticking little sub curves .. showing only the ones near current frames ..
or a short single curve following along.. (or something?:)
But I mean .. even without local path visibility or other bells & whistles,
this thing would really be godsent.
Anyways,
Kudos! great work! (inspiring)
PS: There was no news since your first post..
It looks like you were so close, if not already there!
I certainly hope you are still at least loosely on it
or didn't let it go or anything?
and I'm sure many share the sentiment
(so close yet so far away!:)
cheers!
..
Re: Editable Motion Path
Hi Guys
As there a re a lot of expectations about this, here is the statut.
I had some problems with the openGL selection that were leading to crashes , after some googling I found that many peoples are saying that openGL picking is deprecated
and I should implement my own picking scheme. I have an AMD video card and the problem may not be there with Nvidia one.
In the mean time I had to move to Australia, that took me a lot of time, and just can't found the time to finish the plugin.
Now I can clean and release a version without the tangent handle as soon as I'll get a new laptop (begin of july), then as it's winter here, I should
find some rainy days to make the more advance version.
Cheers
A.
As there a re a lot of expectations about this, here is the statut.
I had some problems with the openGL selection that were leading to crashes , after some googling I found that many peoples are saying that openGL picking is deprecated
and I should implement my own picking scheme. I have an AMD video card and the problem may not be there with Nvidia one.
In the mean time I had to move to Australia, that took me a lot of time, and just can't found the time to finish the plugin.
Now I can clean and release a version without the tangent handle as soon as I'll get a new laptop (begin of july), then as it's winter here, I should
find some rainy days to make the more advance version.
Cheers
A.
Re: Editable Motion Path
Thanks, that would be really nice.
And let's all hope for an exceptionally long and rainy winter
And let's all hope for an exceptionally long and rainy winter
Re: Editable Motion Path
Nice to hear! Will be (anxiously) patient
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Re: Editable Motion Path
In Sydney, when it rains.... it POURS!!! No rain thank you! :\ haha.druitre wrote:Thanks, that would be really nice.
And let's all hope for an exceptionally long and rainy winter
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