ChargingImage Posted February 4, 2016 Share Posted February 4, 2016 (edited) Hallo! I've got big problem with jumping position and orientation. here it is (GREY: retimed animation, RED: transformed pieces) : https://youtu.be/lq_MwVrwUNU (sorry for the short video) Transform Pieces get's the job done when there is no retime, but when time blend comes in - it's just lost and does not take into account new values. Don't know how to force it to compute retimed animation into new frames. Like (making it up): @blendtime = @actualFrame; I'm not sure how to acces $F in vex. And bring it back. Or any other solution. timeblend_and_transformPeaces.hipnc Edited February 4, 2016 by ChargingImage Quote Link to comment Share on other sites More sharing options...
Hamp Posted February 4, 2016 Share Posted February 4, 2016 Cache it to disk and retime the cached version? Quote Link to comment Share on other sites More sharing options...
ChargingImage Posted February 4, 2016 Author Share Posted February 4, 2016 I've already did that. Rop output or cache - does not work. sample file in attachment timeblend_and_transformPeaces.hipnc Quote Link to comment Share on other sites More sharing options...
Skybar Posted February 4, 2016 Share Posted February 4, 2016 Even if you interpolate the geometry, the attributes that Transform Pieces uses to attach the cube correctly are not interpolated. So you get stepping. Look at the Orient attribute for example, it only has new values every few frames for the time shifted geo. I used a Attribute Reorient and it seems to work alright: dv_timeblend_and_transformPeaces.hipnc Quote Link to comment Share on other sites More sharing options...
ChargingImage Posted February 4, 2016 Author Share Posted February 4, 2016 Well... it does slow down, but it orients bad. Anyway, friend found other solution: make blend and timeshift after transform, not before. Works well. I feel stupid a little. Quote Link to comment Share on other sites More sharing options...
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