Author Topic: Animation Paths  (Read 2382 times)

derekjackson

    Reputation: 2
Animation Paths
« on: May 01, 2012, 06:18:38 pm »
May 01, 2012, 06:18:38 pm
Hi,
   I've just completed my first test project in Lumion - looks like my boos will be up for buying the full version :)

I placed a couple of birds in the scene, and notcied that they flew straight into / through a wall once I set it going. Is there a way of previewing an animated object's route, to help with placing it in the scene initially?

I don't want to edit the route, just have some way of placing the object in an appropriate place.

Thanks,

Derek

Gaieus

    Reputation: 44
Re: Animation Paths
« Reply #1 on: May 01, 2012, 06:26:54 pm »
May 01, 2012, 06:26:54 pm
They fly in (more or les) circles. When placing them, you have to place them somewhere further rom buildings otherwise there's no way to prevent this from happening.

(Once I accidentally placed some fish onto - or rather into - the ground and they kept turning up in my model at seemingly the most unpredictable places.)
:D

derekjackson

    Reputation: 2
Re: Animation Paths
« Reply #2 on: May 01, 2012, 06:34:16 pm »
May 01, 2012, 06:34:16 pm
And there's no way of controlling that circle, or showing it temporarily?

I also tried placing a fish in a rectangular pond but it instantly disappeared into the wall - it would be nice to have a bit more control...

Aaron

    Reputation: 80
Re: Animation Paths
« Reply #3 on: May 01, 2012, 09:28:59 pm »
May 01, 2012, 09:28:59 pm
Lumion stock animated content currently exists out of baked vertex animations only.
This has some advantages but also some cons.
Collision avoidance for instance is pointless since it would make the animation look off.
For birds it's best to keep them out of harms way (like you comment, nothing worse then
a animation with some kind of animal going into a wall, unless it's a murene I guess..)
You can control their path some by scaling them a little, rotate and use the randomize functions.
When you place them, just make them 'snap' onto something higher then your camera point.
I have several boxes in my importlib. that I place where I want birds so they can be snapped
onto those, after which I delete the boxes again.
Good luck :-)


Re: Animation Paths
« Reply #4 on: May 01, 2012, 11:02:56 pm »
May 01, 2012, 11:02:56 pm
Although you notice them going into things in Build mode, it does not always matter as it's what views you have with the camera in Still or video as to whether they will been seen doing things like that.

That of course can occassionally mean restricting your camera views for your clips to ensure they don't show such anomolies.

Edit:
I guess it brings up a good point that now with the Ultimate version, all that's needed is the base animation excluding the path animation/motion of all characters and animals etc.  The pathing we can do (within certain limits) ourselves with the Advanced Anim tool.  So this would open up more animations for the library as Lumion staff only need to prepare the animation (quicker to create).  New wish list item.

Re: Animation Paths
« Reply #5 on: May 03, 2012, 10:34:40 am »
May 03, 2012, 10:34:40 am
Hi Peter, please post this suggestion in... you guessed it... the Wish List section :)

Re: Animation Paths
« Reply #6 on: May 03, 2012, 12:19:38 pm »
May 03, 2012, 12:19:38 pm
Ha  :D beat ya to it 

Base Animations Needed Only

by 1 minute   :D

Re: Animation Paths
« Reply #7 on: May 03, 2012, 01:34:52 pm »
May 03, 2012, 01:34:52 pm
:-D