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Author Topic: new characters movement in different levels and ways  (Read 1287 times)

new characters movement in different levels and ways
« on: April 15, 2012, 10:45:28 pm »
April 15, 2012, 10:45:28 pm
I found something extremely interesting, and I believe the time has come for Lumion and I think that will serve to Staff concerning problems associated with the movement of characters in different levels and means of transport. http://www.urbancircus.com.au/
thanks in advance

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Ecuadorian

    Reputation: 32
Re: new characters movement in different levels and ways
« Reply #1 on: April 16, 2012, 12:07:39 am »
April 16, 2012, 12:07:39 am
Yes, I also believe it's time for Lumion to have "follow along a spline" animation. Some ideas for the developers:

For people: Follow the spline, but always retain vertical orientation
For cars: Follow spline and rotate pitch/bank according to terrain

For people: Each animated person should follow the spline at a preset speed that prevents "moonwalking".
For cars: Set default speed at around 30 Km/h, but allow user to change speed in Km/h.

For people: After the person reaches the end of the spline, they just continue in an horizontal line tangent to the end of the spline.
For cars: Same thing. After the spine ends, continue in an horizontal line tangent to the end.

For cars: Allow user the choice of having a variable speed, by any of this means or a combination:
-Automatically slowing down in curves. The smaller the radius, the slower the car will go. This would greatly add realism to car movement.
-Entering an advanced keyframe mode, so you can set keys along the spline.
-Two checkboxes: One for "accelerate from 0 Km/h" and another for "slow down to 0 Km/h", so you can easily have a car start parked and then accelerate.

Re: new characters movement in different levels and ways
« Reply #2 on: April 16, 2012, 01:48:59 pm »
April 16, 2012, 01:48:59 pm
Thank you for your ideas, arch_bd and Ecuadorian.
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