Author Topic: coordinate system in advance animation  (Read 2427 times)

danniel

    Reputation: 2
coordinate system in advance animation
« on: September 26, 2012, 11:56:48 am »
September 26, 2012, 11:56:48 am
hello..
i want to ask why i cannot use coordinate system in advance animation?? because there is no properties option like in build mode..
so i have difficulties to place my object back to its original place after moving it..

do you have a solution to my problem?? or maybe lumion have more accurate snaping option that i haven't know??

so far i really enjoy using lumion to make my own animation.. :-D
best regards
-Danniel-

Re: coordinate system in advance animation
« Reply #1 on: September 26, 2012, 12:49:25 pm »
September 26, 2012, 12:49:25 pm
Hi Danniel, you're right.

Transform type-in options are not available in the Advanced Animation or Basic Animation effects - thanks for your suggestion.
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danniel

    Reputation: 2
Re: coordinate system in advance animation
« Reply #2 on: September 26, 2012, 03:36:24 pm »
September 26, 2012, 03:36:24 pm
oke morten.. i hope that option will become real in lumion 3.. i'll wait for lumion 3 release then and see some improvement on it..

and 1 more, i hope we can add some layers manually as much as we need.. ;)

Re: coordinate system in advance animation
« Reply #3 on: September 26, 2012, 04:17:00 pm »
September 26, 2012, 04:17:00 pm
and 1 more, i hope we can add some layers manually as much as we need.. ;)

If you're using 2.5, you can already use up to 20 layers in total.
Is this not enough for most of your projects?
IMPORTANT: Please do not send private messages and emails to members of staff - unless we specifically ask you to send us sensitive information, for example License Keys.

Re: coordinate system in advance animation
« Reply #4 on: September 27, 2012, 06:24:04 am »
September 27, 2012, 06:24:04 am
Transform type-in options are not available in the Advanced Animation or Basic Animation effects - thanks for your suggestion.

+1 for wish list please

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Re: coordinate system in advance animation
« Reply #5 on: September 27, 2012, 11:37:24 am »
September 27, 2012, 11:37:24 am
Ok.
IMPORTANT: Please do not send private messages and emails to members of staff - unless we specifically ask you to send us sensitive information, for example License Keys.

danniel

    Reputation: 2
Re: coordinate system in advance animation
« Reply #6 on: September 28, 2012, 06:58:40 am »
September 28, 2012, 06:58:40 am
for most of my project 20 layers is enough, but im affraid that will be no longer enough if i do more complex models.. but if there are no more sugestion about it, just forget it morten.. :-D

Re: coordinate system in advance animation
« Reply #7 on: September 28, 2012, 12:10:12 pm »
September 28, 2012, 12:10:12 pm
Thanks for your suggestion for more than 20 layers, danniel.
IMPORTANT: Please do not send private messages and emails to members of staff - unless we specifically ask you to send us sensitive information, for example License Keys.

jstoker01

    Reputation: 0
Re: coordinate system in advance animation
« Reply #8 on: January 28, 2014, 03:02:09 am »
January 28, 2014, 03:02:09 am
Has there been a fix or work around for Danniel's question regarding transformation type in advance animation? I too have issues placing my objects back to their original place after moving it..

john

Re: coordinate system in advance animation
« Reply #9 on: January 28, 2014, 08:28:54 am »
January 28, 2014, 08:28:54 am
As yet no change to include type-in for Advanced Move.

Work-arounds, I'm working on one at present for another project.  Can I get back to you on it, as need to confirm an issue prior to doing so.

Re: coordinate system in advance animation
« Reply #10 on: January 29, 2014, 04:35:21 am »
January 29, 2014, 04:35:21 am
Not sure if the other issue will affect the objects in your scene, if you have more than 10 objects (for a category) then you will not be able to select the others.

You can achieve it, by doing it backwards.   :-D  Start with the last key required, which is the original position of the object as in Build Mode.

1.  Set the scrubbar to the time for the last key.
2.  Use one of the rotate tools (Rotate Bank probably is safest) so that it's not affecting position.  Rotate it, but return it to its start rotation, which should always be up (unless rotated in Build Mode).  This is easy, as the snap feature will let you rotate it properly.
3.  Now a key has been created, that key includes position which is original position.
4.  Move the timeline back now to some earlier time, move the object to create the other key.

The object should now move from start of anywhere else, through to its original position.   :)