[Bf-committers] animation time scaling
Ton Roosendaal
ton at blender.org
Sun Apr 10 13:09:02 CEST 2005
Hi,
I can very much understand the value of scientific pure
implementations, with a UI that would presume some pre-existing
knowledge of artists as well. The Material editor is full of such
'scientific' controls too, which is luckily bypassed by a real-time
preview render, so people can experiment and see what they do.
So, when the problem as stated below isn't easy to solve (although I
guess a sortof "time scale" option is worth trying) we can also
concentrate on other options, like:
- an extensive section in our release notes, with sample files and
pictures/anims, on how to use the current settings.
- create a python binding, allowing named presets for "rubber" or
"skin" or "yello"...
- have real-time preview of the system somehow, in the 3d window
The last option I think is very valuable, which also should work on
particle systems.
-Ton-
On 9 Apr, 2005, at 1:03, bjornmose wrote:
> Hey all, ... hum .. where to start ..
> ton wanted me to do a *simple* interface for softbodies, like giving
> frequency and amplitude as user control ( not worrying on spring
> constants 'n stuff )
> (((yep ton .. 've got an elephant's memory too :) )))
>
> well i don't know if I am fightin windmills again,
> but:
> Havinig softbodies following phyisical laws in 'real' time some funny
> things will happen right now:
> As we all ( should ) know a pendulum == 1 mass point allowed to move
> on a circle ( with radius R ) having a gravitaional constant G defines
> a clock with
> frequency omega = sqrt(G/R) ,
> the same as period = 2 * PI * sqrt(R/G).
> So IMHO this shoud hold over changing frame rates in *real* time.
>
> Observation: all other time dependant processing (AKA IPOs, key
> frames, actions) is done 'frame based' --> changing *speed* with
> changing 'frame rate'
>
> any suggestions on that? (calling theeth,lukep,b-ix !)
>
> BM
>
>
>
>
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Ton Roosendaal Blender Foundation ton at blender.org
http://www.blender.org
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