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<DIV>Hi,</DIV>
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<DIV>I think a new “general” option to enable/disable onion skin in opengl
render would be better.</DIV>
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<DIV>If we keep onion in render and you want enable/disable, you will have to
look al layers to review onon skin and this takes more time.</DIV>
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<DIV>Regards</DIV>
<DIV>Antonio</DIV>
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<DIV style="font-color: black"><B>From:</B> <A
title=italic.rendezvous@gmail.com>Jeffrey</A> </DIV>
<DIV><B>Sent:</B> Monday, October 24, 2016 11:58 AM</DIV>
<DIV><B>To:</B> <A title=bf-animsys@blender.org>Discussion list to assist
animation developers</A> </DIV>
<DIV><B>Subject:</B> Re: [Bf-animsys] GPencil: Should onion skins be shown when
rendering animations?</DIV></DIV></DIV>
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inlined:<BR><BR><BR>On 10/23/2016 09:08 PM, Joshua Leung wrote:<BR>> Hi
guys,<BR>> <BR>> A few weeks ago (or was it already several months ago?)
Thomas mentioned<BR>> on IRC that it would actually be quite nice to be able
to have the<BR>> onionskins still show up in the OpenGL renders.<BR>>
<BR>> == Rationale/Use Cases ==<BR>> 1) You can use the onion skins (with
animated before/after frame ranges)<BR>> to get a "cheap" motion blur
effect (Thomas's example). Thinking about<BR>> this, I can
imagine how cool this could be to try out...<BR>> <BR>> 2) If you've
animated a shot with the onionskins turned on, you may have<BR>> ended up
animating with those in mind. As a result, if you turn off the<BR>>
onionskins, you'll find that it doesn't look right as something looks<BR>>
"missing". <BR><BR>I can't say I've ever had a problem animating with onion skin
turned on<BR>in any software I've used. Previewing animation in any other
software<BR>does not account for onion skin, and those that do have
different<BR>default colors for onion skin frames. It is immediately obvious if
I<BR>missed a frame while animating, for example, a lick of flame on a
log.<BR>In fact, I have default previous- and next-frame colors set up
in<BR>blender to be vibrant and unlike my drawing color precisely for
this<BR>purpose.<BR><BR>> Then you're stuck with trying to duplicate the
frames to a<BR>> second layer to try and recreate that effect manually by
offsetting the<BR>> keys.... (This case I've personally
experienced -<BR>> https://www.youtube.com/watch?v=IAv9RyvOgCU was animated
this way :)<BR><BR>How often would you really be doing this, though? How
much of your<BR>animation is motion blurred enough to require long stretches of
onion<BR>skin duplicates? Smear frames and blur should really only be
used<BR>sparingly when the action really requires it, and only one or two
frames<BR>at a time; the same principle holds true in 3D as well. Otherwise
it<BR>ends up looking sloppy.<BR><BR>Along the lines of workflow, I see
animating onion skin as potentially a<BR>huge amount of work for very little
return. Let's assume you use onion<BR>skin as an effect. You keyframe the number
of frames for the effect, but<BR>you need to move a drawing back two frames.
Move the drawing, then move<BR>the onion skin keys. If you work with unique
pre-/post-frame colors, now<BR>you need to key the colors to get your unique
colors back for working.<BR><BR>> == Current Situation ==<BR>> Onion skins
get turned off automatically/temporarily when doing<BR>> animation playback
or when rendering animations.<BR><BR>Playback and rendering should turn it off,
but it is still beneficial to<BR>see onion skin while scrubbing.<BR><BR>>
Onion skins gettting disabled during animation playback was one of<BR>>
Daniel's feature requests from a while back. IIRC, it makes sense to do<BR>>
if you're just using these as a drawing aid (i.e. a "UI feature") as<BR>>
you're creating breakdowns/tweaking spacing/etc; you don't want those to<BR>>
be visible when doing animation playback or scrubbing around, as then it<BR>>
makes it harder to clearly see the poses. For consistency, and since<BR>>
it's kindof a "UI tool" (much like motion paths) it was disabled for<BR>>
animation renders too.<BR><BR>For more consistency, onion skin would be
non-renderable data, like<BR>empties, bones, motion trails, etc. Onion skin
should remain a UI tool<BR>as it is now.<BR><BR>> == What should we do? :)
==<BR>> So IMO, it sounds like being able to leave onion skins visible in
the<BR>> renders (when coupled with animated onion skin ranges) may actually
be<BR>> quite useful for achieving certain special effects. This leaves us
the<BR>> question of what to do here:<BR>> <BR>> 1) Add an extra option
to allow keeping onion skins in the renders? Or,<BR>> 2) Don't disable onion
skins in the renders?<BR><BR>I would get very frustrated if I had to toggle
onion skin every time I<BR>wanted to GL render the viewport. The first thing I
would do is script a<BR>toggle. If it must be changed, make it an extra option
(like everything<BR>else in blender), so artists can choose for
themselves.<BR><BR>> <BR>> <BR>> Thoughts?<BR>> <BR>>
Joshua<BR>> <BR><BR>These are all my opinionated experience.<BR><BR>>
<BR>> <BR>> _______________________________________________<BR>>
Bf-animsys mailing list<BR>> Bf-animsys@blender.org<BR>>
https://lists.blender.org/mailman/listinfo/bf-animsys<BR>> <BR><BR>--
<BR>Jeffrey "italic"
Hoover<BR>_______________________________________________<BR>Bf-animsys mailing
list<BR>Bf-animsys@blender.org<BR>https://lists.blender.org/mailman/listinfo/bf-animsys<BR></DIV></DIV></DIV></BODY></HTML>