how to link manually animated channels?

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  • #202402
    Gyuri
    Participant

    Hi guys,

    I had a project recently in which I animated a bunch of attributes by hand (there was no sense to use expressions).
    Later I had to create shorter versions of this ad as well, but it was pretty much time consuming to slip/shorten all the channels separately.

    Is there a way to link manually animated channels without any mathematical relation?
    Just like when I move/stretch an axis’s main track the position.x will move/stretch as well.
    I need the same, but for bunch of attributes (5 axis, 2 image, 3 geom etc.).

    Thanks,

    pH.

    #217023
    Anonymous
    Inactive

    With a bit of care, adjusting the “scene” track will adjust the timing of every parameter nested within it.
    Marcus

    #217027
    shannones riders
    Participant

    Thanks for your reply, but that won’t work as I need, because I do versioning. The original ad is 60sec and I have to do the 40, 30, 25 etc. sec versions. I put on the text elements in one action and I would like to use the same action at the shorter versions. (the animation of the text elements is the same in each version, sometimes little shorter)
    Now I only have to slip/retime the track of each action and image. Normally it’s OK, but at this time there are sooo many and it’s easy to make a mistake.

    #217026
    David Stewart
    Participant

    I suppose you couldn’t render and timewarp the text elements then rekey them over your footage? If you don’t need to change animation timings this might work…

    #217024
    bnw
    Participant

    eval() is your bestest friend for this.

    eval(expression, frame) returns the value of expression at frame. So if you go:

    eval(Axis1.rotation, frame * 2)

    You’ll get the rotation of Axis1 from double the current time. So that would give you your 30 from your 60, with the animation doubled in speed. For a 45, use frame * 1.333 and so on.

    #217028
    shannones riders
    Participant

    Thanks loops,

    I am big fan of eval, but there is no mathematical relation between the channels.

    I guess the feature I need simply doesn’t exist. Maybe I will post it as a request to the support forum.

    I need something like the scene track. It should be like a “track container” and I could have more of this in one Action. I put in several channels into this container and later I can adjust the timing of the container’s content together.

    Why would it be great?

    Last time I had to finish a 60 sec ad in 5 different languages. I had text elements on the 4th, 5th, 8th, 11th shot and a packshot. Every text element was put on the screen in one Action.

    One week later I was asked to make the 45sec, 30sec, 25 sec and 20sec version of the same TVC.

    So I had to load the shorter version into the old Action and slip/shorten every channel matching to the new lengths. But there were tons of channels: every text element was animated&faded etc.

    If I had a track container to each shot having text elements I only would have slipped/shortened this container.

    Hope I described the idea clearly…:)

    pH.

    #217025
    bnw
    Participant

    Yeah, I meant you could copy your original setup, then link every animated channel to the original with an eval(), but that would be a LOT of expressions to type if you have loads of animation 🙂

    I guess if you had loooooads of versions to do it would be worth setting it all up with dummy axes for speed and offset, like eval(original_animated_axis.rotation, (dummy_speed_axis.pos.x * time) + dummy_offset_axis.pos.x). Then you could tweak those dummys around to retime and slip everything. Still a lot of typing, though 🙁

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