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On 12/12/2015 01:10 PM, Dick Balaska wrote:
>
> dik
>
Ambitious project - especially for when you started it!
I enjoyed what you have so far. Thanks for posting a pointer.
Oh, and you are not the only person here with decades old projects not
yet completed. :-)
Bill P.
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On 12/12/2015 1:10 PM, Dick Balaska wrote:
> You may have heard me go on and on about my animation...
> I was going to wait until I was further along to share it, but it's been
> 20 years (more or less) that it has been under construction. I figure
> maybe I should show it before we're all dead.
>
> http://www.buckosoft.com/tteoac/
>
I put up two new versions. They are the same movie except I ran a
480p-30fps version and 720p-24fps version.
The 720p version I really like.
I am a little disappointed in the 30fps version. I thought it might
clean up a couple of the stuttering moves, like standing at the base of
the tree when the camera pans right, but alas. One improvement is the
puffs of smoke when riding the train look better (wagon wheel effect).
I also notice a bug in my physics related to FPS. So the ReeferMagnets
show looks bad, and the volcano spew is different. I found a comment in
my math even where I said "using FPS as a constant is bad!". ;)
dik
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On 12/12/2015 1:10 PM, Dick Balaska wrote:
> You may have heard me go on and on about my animation...
Latest.
http://www.buckosoft.com/tteoac/video/tteoac-480p-20160224.mp4
This one I'm showing because it shows my MushroomCloud in production.
If you've already seen my video, then start at the 6 minute mark, in
front of the fishtank.
I don't like the plate move at all. Since I have no arms, you can't
tell why the plate goes spinning. Then the plate crashing looks lame
too. That's what I get for using a parabola function instead of physics.
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On 24-2-2016 22:49, dick balaska wrote:
> On 12/12/2015 1:10 PM, Dick Balaska wrote:
>> You may have heard me go on and on about my animation...
>
> Latest.
> http://www.buckosoft.com/tteoac/video/tteoac-480p-20160224.mp4
>
> This one I'm showing because it shows my MushroomCloud in production.
> If you've already seen my video, then start at the 6 minute mark, in
> front of the fishtank.
Good! It is a functional part of the story indeed.
>
> I don't like the plate move at all. Since I have no arms, you can't
> tell why the plate goes spinning. Then the plate crashing looks lame
> too. That's what I get for using a parabola function instead of physics.
>
You will come up with a solution :-)
The main issue is the absence of arms of course. With those you would be
able to have a credible reason for crashing the plate.
--
Thomas
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On 2/25/2016 3:19 AM, Thomas de Groot wrote:
> On 24-2-2016 22:49, dick balaska wrote:
>> This one I'm showing because it shows my MushroomCloud in production.
>> If you've already seen my video, then start at the 6 minute mark, in
>> front of the fishtank.
I fixed the plate crash. I was going to wait until I'd disposed of the
mushroom to post again, but I'm afraid RL is interfering and that might
be awhile. I have the next 30 seconds of video storyboarded and then I'm
not sure where I'm going after that.
I have settled on maintaining two versions,
480p @ 23.976 fps and 720p @ 30 fps
I like the 720p version (of course).
Having different frame rates keeps me real honest with my time math.
There was a lot of places I had to kill time*FPS.
One interesting thing, I noticed a bug in my south wall (the maroon wall
with the door) where the spew bounced into the wall (forgot to subtract
the wall thickness in bounce). So I reran that as 720p, breaking my rule
of "do all dev work in 480p and then run the 720p when satisfied".
Interesting, moving that wall one inch gives a lot more action in the
spew bouncing. Chaos is a wonderful thing. :)
However, there is an orange spew way up behind the house! (@4:03) It's
horrible! (I'm afraid to go in the house, there's probably a big ass
sphere in the kitchen). So, I spun the random number generator and I'm
currently running a 480p version. Much less action. I'm going to let
that finish and then spin again. :(
I've decided to not worry about "no arms" regarding why the plate flies
off the countertop. I'll leave it up to the viewer to decide if it was
an accident of if the kid was pissed he's out of cookies.
http://www.buckosoft.com/tteoac/video/tteoac-480p-20160229.mp4
http://www.buckosoft.com/tteoac/video/tteoac-720p-20160301.mp4
Fun fact:
There are 6.3M records in the database describing the mushroom
(3.3K for the broken plate).
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Love it.
Did you notice (of course you did!) that the child is not wobbling any
more after getting off the train? ;-)
--
Thomas
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On 3/3/2016 3:25 AM, Thomas de Groot wrote:
> Love it.
>
> Did you notice (of course you did!) that the child is not wobbling any
> more after getting off the train? ;-)
>
Baf, you noticed.
Um, he grew up? He got on the train in '97 and got off in '02, so he's
a steadier walker now. ;)
--
dik
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On 3-3-2016 9:34, dick balaska wrote:
> On 3/3/2016 3:25 AM, Thomas de Groot wrote:
>> Love it.
>>
>> Did you notice (of course you did!) that the child is not wobbling any
>> more after getting off the train? ;-)
>>
>
> Baf, you noticed.
>
> Um, he grew up? He got on the train in '97 and got off in '02, so he's
> a steadier walker now. ;)
>
Yes. That - I believe - must be the reason. I also noticed that he did
not like some of the cookies.
--
Thomas
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That's an amazing animation!
I'd love to understand how you coordinate and time so many objects over so long
a time period!
You've even got collision detection and physics with the train plowing through
the bouncing balls. Super work :)
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On 3/3/2016 1:28 PM, Bald Eagle wrote:
> That's an amazing animation!
> I'd love to understand how you coordinate and time so many objects over so long
> a time period!
Like any problem, the best thing is to reduce it to many smaller
problems. One of my animation secrets is that everything runs from
0.0 to 1.0. Then I can scale and move that. So I have a lot of this:
#switch (myclock) // runs from 0 to length of scene, in seconds
#range(GoIntoPantryStart, GoIntoPantryEnd)
#local _i=AniSegment(GoIntoPantryStart, GoIntoPantryEnd);
#local _f=Curve0(_i);
#local _v=MoveV(KidAtPantryOpenDoorVec, KidInPantryFirstVec, _f);
#declare Camera=_v;
#break
...
so _i becomes 0 -> 1
_f is an acceleration/deceleration curve which looks like this
http://www.buckosoft.com/~dick/pov/curves/
I think a lot of animations miss this step. -- I learned this way back
when I had to program stepping motors, you can't just be "on", you have
to ramp up to speed.
MoveV just returns a point between the two vectors offset by _f.
> You've even got collision detection and physics with the train plowing through
> the bouncing balls.
That stuff I offloaded to java. My first collision detection efforts
were in povray, and, being an interpreted language, took hours to parse
a thousand colliding spheres. (That's 1000 * 1000 collision tests)
My animation controller requests this special file before running povray
which defines the positions of each sphere.
http://tinyurl.com/gpadehe
This has evolved further; the end of the mushroom was emitting a 10MB
file, so I reduced that to emit povray macros
http://tinyurl.com/jqov9lb
which maxes out at 2MB and parses much faster.
Java sends
_mc(0.04,0,4,<80.10, 34.46, 87.9>,-0.04,-90.0,0.0,0.01,69.8)
which povray interprets as
#macro _mc(_iy, _ir, _tex, _texv, _try, _rx, _pry, _prz, _ry)
cylinder { 0, y*_iy, _ir
texture { mushroomTextures[_tex] translate _texv }
translate y*_try
rotate x*_rx
translate <0, _pry, _prz>
rotate y*_ry
}
#end
For development, the java can also spit out a series of files, one per
frame, like "_mush924.inc" and then I can use them in povwin like such:
#if (MushroomDevel)
#include concat("C:/pov/test/ttko/MushroomGen/_mush",
str(frame_number,0,0), ".inc")
#else
#declare vinc = concat(KitchenDir, "MushroomGen/_mush",
str(frame_number,0,0), ".inc")
#include vinc
#end
(javadoc... http://www.buckosoft.com/javadoc/TteoacService/ )
> Super work :)
Thank you!
>
>
--
dik
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