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Animation Issues

Posted: Mon Apr 14, 2014 12:38 pm
by MB
I have been trying to combine camera motion with Alembic animated rigid bodies & i can't get it to work properly.

My understanding of the animator function on a camera is that it actually renders at time intervals, not sequential camera positions, and to get it to render each position you must set the time interval to match by making it equal to
1/(Total number of frames in the sequence).

However to render the rigid body properly you need to set the time intervals to 1/(Frame Rate) which is a much larger number thus making the camera speed thru the scene to its final position, then stay while the rigid bodies finish their animations.

Am i understanding this correctly, if so, what can i do about this. Do i need to have 2 rendering loops? or is there an easier way.

many thanks

Mark.

Re: Animation Issues

Posted: Mon Apr 14, 2014 10:04 pm
by roeland
The camera and geometry can have a different frame rate. The correct interval for the camera would be (number of frames) / (total time).

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Roeland

Re: Animation Issues

Posted: Mon Apr 14, 2014 11:11 pm
by MB
Yes,

But if i am moving the camera and have an alembic node in the scene, how do i manage that inside the same loop that outputs the frames with octane.render.start, they both need the current time to be updated differently. One needs current time to be incremented by 1/total number of frames, but in the same loop, the other needs time to be incremented by 1/frames per second

If i use frame rate, i progress too quickly to get all of the camera positions rendered, it i use 1/total number of frames, i get jerky alembic motion as the rigid body is only changing every n frames.


best.

Re: Animation Issues

Posted: Tue Apr 15, 2014 1:50 am
by roeland
You can't, the entire scene has always one time stamp. Where are your camera and geometry data coming from?

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Roeland