[Bf-committers] animation time scaling

Ton Roosendaal ton at blender.org
Sun Apr 10 13:09:02 CEST 2005


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.


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  

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