[Bf-committers] Bind Camera to markers

Mike Belanger mikejamesbelanger at gmail.com
Sat Jun 12 00:54:30 CEST 2010


Ok, so if I understand your proposal correctly, there should be a way to 'bind some kind of operator' to a Marker. 
Rather than having a python hack ( the current system ) there should be a hard-coded, more extensible system for markers.

On 2010-06-11, at 2:36 AM, Vilem Novak wrote:

> Ok, this is a bit of a misunderstanding:
> Besides the original cameras topic
> we are talking about replacing some properties, so e.g. replacing a mesh, 
> which would be a typical case if you e.g. simulate clay-based animation 
> with replacement heads/mouths, since in such case
> you don't always want to do things from 1 shape and animate it as shapes.
> Another case is something I use quite often nowadays - conversion of greasepencil
> animation to real curves so it can be rendered.
> By 'animating text' I meant not animating of the object, but of the 'content' of such object,
> thus e.g. doing animation of somebody typing, or else. 
> These things can allready be done, when you animate object layers or hiding. or if you make a
> set of object misplaced by e.g. 1000units, parent them all to an empty and then offset this empty.
> I used both of these methods. Hiding/Layers don't work currently well with the current system, 
> since what is hidden, is also hidden in the dopesheet, so you can't actually move the keys
> (everything has to be scripted).
> The 'misplacement' method is not optimal because of it makes scene bounds huge, so you can't use the
> home key anymore, and probably during rendering with raytracing it can cause some serious performance
> hit.
> When we go back to the 'camera switching' topic, besides that the method is probably used by durian team,
> (which is a strong argument why something is userfull), it's a way close to classical film making - you don't run
> around with 1 camera, you shoot with several cameras and you make cuts.So, you can do it another way too,
> but if properly implemented, this is more intuitive. If I remember right, Motion builder has a tool called camera switcher as
> a separate thing, with it's own timeline.
> Hope this explains what I actually meant in the previous e-mail.
> Cheers
> Vilem
> 
> 
> 
>> ------------ Původní zpráva ------------
>> Od: Mike Belanger <mikejamesbelanger at gmail.com>
>> Předmět: Re: [Bf-committers] Bind Camera to markers
>> Datum: 11.6.2010 02:31:12
>> ----------------------------------------
>> What kind of usage case scenario would that fill?  The current animation system
>> can animate text, do camera moves, and keyframe meshes.  
>> I'm unsure what you mean by uses in rigging.
>> 
>> Markers are kind of neat, but IMO they're meant to remain simple.
>> 
>> On 2010-06-10, at 12:08 PM, Vilem Novak wrote:
>> 
>>> If I remember it right, the commit was in the svn mailing list commented as a
>> temporary hack.
>>> I would love some animation support for such properties, which are in the ui
>> represented 
>>> as the name of the datablock/string, since it could also be used not only to
>> replace scene camera, 
>>> but also replace meshes in some cases or to animate text. I can also imagine
>> it could be used 
>>> for some rigging cases.
>>> Not sure if this could be done through the animation system?
>>> 
>>>> ------------ Původní zpráva ------------
>>>> Od: Mike Belanger <mikejamesbelanger at gmail.com>
>>>> Předmět: Re: [Bf-committers] Bind Camera to markers
>>>> Datum: 10.6.2010 15:01:14
>>>> ----------------------------------------
>>>> I honestly don't know either reevuedelibre.
>>>> 
>>>> I just keyframe the camera, I don't see the point in learning a different
>> tool
>>>> just for camera moves.
>>>> Also, you can use the NLA to keep track of shots :
>> http://www.vimeo.com/5860167
>>>> 
>>>> On 2010-06-10, at 1:41 AM, revuedelibre . wrote:
>>>> 
>>>>> Hello,
>>>>> 
>>>>> I recently discover that way to change active camera during render is to
>> use
>>>>> "Bind camera to markers".
>>>>> Why use markers ? Why not use Keyframe/drivers to change Scene.camera (
>>>>> would be more homogeneous to other anim settings ) ?
>>>>> 
>>>>> Using markers, after binding, how to retrieve witch camera is linked to
>>>>> witch marker ? I can't find any information about that.
>>>>> 
>>>>> Regards,
>>>>> 
>>>>> Ju+
>>>>> _______________________________________________
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