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Author Topic: FRGMENTARIUM 3DICKULUS - Catmull-Rom spline paths ! camera/parameter keyframes !  (Read 34414 times)
Description: adding spline paths for smooth transitions between key frames
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3dickulus
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« Reply #75 on: October 02, 2013, 09:06:11 PM »

indeed pieces of the path appear randomly sad not sure how that got through the many anims and Ks of frames I've rendered
I'll dig into it this evening, currently the test is...

Code:
drawingState != Animation && !isContinuous()

are you using the precompiled win-exe  or compiled from source?
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barcud
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« Reply #76 on: October 02, 2013, 10:01:06 PM »

I use the precompiled win-exe version you posted on the 28/08/2013 in this thread.

Another question regarding animating parameters (which is working nicely but I still wanted to ask):

is it possible to animate one parameter multiple times with different frame ranges like

//Detail:OutBounce:38:-2.53787:-3.46787:200:600:0.3:1:1.7
//Detail:OutBounce:38:-3.46787:-2.76859:800:1200:0.3:1:1.7

I tried it and it seems that it is only taking the second line and the first one is ignored; after a build and apply the parameter starts with -3.46787
No issue - just asking.
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3dickulus
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« Reply #77 on: October 02, 2013, 10:09:34 PM »

Quote
is it possible to animate one parameter multiple times with different frame ranges
Frames before start frame will use start value until start frame is reached.
Frames after finish frame will use finish value until end of animation is reached.

just a one-shot deal for now but "Easing" should definitely have an IN transition and an OUT transition

edit: source code is patched and on my website...  win exe patched and compiled too...
        will look into adding EaseIN and EaseOUT  wink
« Last Edit: October 02, 2013, 11:51:21 PM by 3dickulus, Reason: patched and posted » Logged

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barcud
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« Reply #78 on: October 03, 2013, 05:34:38 PM »

Just wanted to say that the parameter animation and camera movement work really well.
Updated example video can be seen here http://www.vrtv360.com/watch=1QHQYeD3ozLF surprised

And in case anybody is interested in the frag file with keyframes and parameter changes - it is attached.

* PKManim2.frag (6.9 KB - downloaded 84 times.)
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« Reply #79 on: October 03, 2013, 05:45:17 PM »

    Just wanted to say that the parameter animation and camera movement work really well.
    Updated example video can be seen here http://www.vrtv360.com/watch=1QHQYeD3ozLF surprised
    And in case anybody is interested in the frag file with keyframes and parameter changes - it is attached.

A nice short video.   Loaded a bit slow, but once it did, the view flowed evenly.  And thanks for the .FRAG file!!!     cheesy
 
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3dickulus
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« Reply #80 on: October 03, 2013, 05:49:10 PM »

was this rendered with the latest version ? 358186 Oct 2 14:03 ?
I see what looks like a path segment, odd that it would just render a segment and not the whole path.
I rendered a 250 frame anim using your frag file and saw no path segments with the most recently posted version.
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« Reply #81 on: October 03, 2013, 09:42:06 PM »

Well lets put it this way - I downloaded the latest version put the .exe in the directory of the older download. Then I did something completely different and when I came back I started Fragmentarium via a desktop link which naturally started the old .exe because I hadn't updated the link.
So the short answer is - NO  sad embarrass

But to redeem myself I have used the latest .exe and recreated the video and the path segments are gone.

Thanks a lot!
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3dickulus
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« Reply #82 on: October 03, 2013, 10:50:09 PM »

good to hear they're not rendering where they don't belong,
can you post the vid on the rate my short animation board or is the player proprietary to that site? a screen capture and link would do.

3000x1500,  it's a little heavy for the duration but worth it, it took some time to load and played in stop motion until complete but after that it was pretty smooth and a great way to explore a fractal.  A Beer Cup

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« Reply #83 on: October 04, 2013, 11:00:21 AM »

I will try to get an animation in the board. Problem is, that the player is proprietary to that site and another site which allows embedding is not really that good in terms of quality.

You said that 3000x1500 was a bit heavy - problem is I come from a panoramic photo background and there you want a bit of good resolution so ou can also zoom in. I am trying to find a balance between file size and resolution (and the right codec and its parameters).
Thing is normally a 24mm lens (a wide angle lens where distortion starts creeping in) covers only about 90 degrees FOV. So in that scenario you still need to transmit/create 6 times the amount of pixels you actually look at and any zooming in looses quality which you expect in a photo but not really in a fractal.

Well hey, I will get something on that board and at the moment it is more about the work you have done to make that possible than the visual perfection.
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« Reply #84 on: October 05, 2013, 05:28:14 AM »

Thank you so much, 3dickulus! I replaced. Exe file and the files from 358186 Oct 2 14:03, loaded the old test animations and pieces of splines are no longer slip in the animation!

I apologize for the machine translation!
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« Reply #85 on: October 05, 2013, 09:32:35 AM »

You're very welcome (SCORPION and  barcud) cheesy I can't wait to see more and I must say that you, barcud, surprised me with the 360 view vid, very cool.

I'm really glad to see that my little hacks are useful tools for fractal artists, I'm still tinkering with having more than one transition per parameter but I think this is a relatively new thing so there aren't any examples or tutorials on more than one at a time, at least I haven't seen any and in my earlier attempts they seemed to fight with each other for control, that's why only one. The way I'm using it is not the way it was intended, you know how buttons or other things appear on a cell phone, sweeping in or expanding or bouncing, that is what this feature of Qt was primarily designed for (I think), trigger it and let it play out until done based on internal timer, in fragmentarium the current position is paused when started, holding the first value until the start transition frame is reached, then the next frame is rendered and then advanced one tick and paused again then at the end of the transition sequence it gets paused again to hold the end value until the end of the animation. A little more hacking and I should be able to come up with something  smiley
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« Reply #86 on: October 05, 2013, 10:25:55 AM »

Yes, we'll be waiting!
Just a question about the possibility of one animation slider. It is necessary to define the limits of animation varying the rate of change of the parameter. But now this is not possible, you can only rewrite the parameters or to do a few scenes, and then collect the animation of the different pieces.
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3dickulus
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« Reply #87 on: October 05, 2013, 11:10:39 AM »

Quote
Just a question about the possibility of one animation slider.
not sure what you mean by this? you mean one transition per float slider?
Quote
you can only rewrite the parameters or to do a few scenes, and then collect the animation of the different pieces
Yes, to apply more than one transition to a single parameter you would have to render separate scenes then join them together

I'm thinking that in the part of the code where I test and set the frame number I could delete the first transition when it reaches it's end and create a new one to replace it for the next transition, that should work for any number of transitions per parameter, another option might be to take the parameter-anim object out of the slider class and maintain a list,
there are also three different types of property animation groups that could replace the single declaration. I need to find the time to explore these and figure out what I can get away with given the conditions of the application.

there is also a "direction" flag that reverses the transition, intended for bringing a graphic object into view then moving it out of view with the same effect, another option to add to the TODO list.

so the way it is now we have an IN transition,
need to add an option to select OUT transition as the reverse of IN or a different one...
option==reverse then OUT would be IN backwards or...
option==new then prompt user to setup OUT that starts with the end value of the IN transition

hack,hack,hack,hack...
« Last Edit: October 06, 2013, 06:39:13 AM by 3dickulus, Reason: clarification » Logged

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« Reply #88 on: October 08, 2013, 10:35:44 AM »

Just realised that there is quite an easy and not very elegant way to solve the 'more than one transition for a single parameter' problem.
It requires a code change in the frag file but nothing functional, just creating and adding variables.

Instead of using one slider
Code:
uniform float Parameter; slider[-0.01,0,0.01]
just split it up in several parameters
Code:
uniform float Parameter1; slider[-0.01,0,0.01]
uniform float Parameter2; slider[-0.01,0,0.01]
uniform float Parameter3; slider[-0.01,0,0.01]
where each of them can now have a transition
Code:
/// Parameter1:InQuad:1:0.01:0:1:88:0.3:1:1.7
/// Parameter2:OutBounce:38:0:0.01:137:216:0.3:1:1.7
/// Parameter3:OutCurve:42:0:-0.01:252:356:0.3:1:1.7
and add them just before you need it
Code:
float Parameter=Parameter1+Parameter2+Parameter3 ;
That will transition the variable Parameter 0.01->0 from frame 1 to 88 then 0->0.01 from frame 137 to 216 and back again 0.01->0 from frame 252 to 356.

There is a little snag with this method: the transition start values for Parameter2 and 3 need to start at 0, because the script will set the values of the parameter directly to the starting value.
It is a bit fiddly but it works.
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3dickulus
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« Reply #89 on: October 08, 2013, 11:13:59 AM »

wow, yeah that kinda works if you get creative and fiddle with it a bit

if slider range is -n to +n as long as the first one ends on 0 and the third one goes to -n that will give us the transition +n to 0 to +n to 0

the extra sliders or maybe just the last slider has to range from -n to 0 to bring the positive transition back to 0

try that with a slider that has a range of 0 to +n and it doesn't work unless each transition ends on 0, well not the way I would like it to work,

a very interesting insight barcud  wink
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