[Bf-funboard] Layered Graph Editor System
paya.siska at gmail.com
Thu Mar 19 14:19:06 CET 2009
Yeah, something like this. I think the biggest benefit is that you don't
lose any data during the adding detials to your animation and you would have
a flexible tool to build up animation, and on every level you see exactly
what the curve is for. And "go back in time" to change something you created
two levels ago without loss of higher detials you create in the meantime.
2009/3/19 Peter Haehnlein <hidarikiki at gmx.net>
> The idea of adding/subtracting curves is very simple, understandable
> and in my opinion very good. Just one addition.
> If you have two curves, you can use frames to synchronise them, or
> you can say: curve B should span 100 per cent of the length of curve A,
> no matter how they differ in frame length. The second example is equal
> to the 'fac' in the sequence editor. If one could choose between the two
> methods of interpretation on a per curve basis, it would make the idea
> even more flexible.
> Peter Haunt_House Haehnlein
> >>This idea comes actually from SideFX Houdini, and it is about layering
> >>curves(animations) of channels.
> >>You got animation A and animation B.
> >>Lets say animation A is keyframed and covers all timeline. Animation B is
> >>keyframed one little sample(ex.One period of sin function) which is
> >>to infinite repeating. And you combine this curves into one with help of
> >>methods like "Add", "Substract", "Multiply" and so on. You can everytime
> >>change the base curve(A) and adjust the sample curve(B) to get exactly
> >>you want.
> >>I think it is really smart solution, and save me a lot of time during the
> >>project I am working on.
> >>What do you think?
> >>Pavel Siska
> >>Bf-funboard mailing list
> >>Bf-funboard at blender.org
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