Author Topic: Animations: Smooth-problem  (Read 1388 times)

mictes

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Animations: Smooth-problem
« on: 10 January 2010, 10:55:15 »
Hi,

anyone already solved the smoothing-problem in blender ?
Like wheels changing their size when rotating.

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Re: Animations: Smooth-problem
« Reply #1 on: 10 January 2010, 16:58:22 »
Use a little more frames.
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John.d.h

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Re: Animations: Smooth-problem
« Reply #2 on: 10 January 2010, 19:44:50 »
The problem is in how the g3d stores information.  It doesn't remember "rotate the wheel 90 degrees".  It just remembers the positions of the vertices, and makes them move in the shortest path possible from where the are in one frame to where they are in the next.  Hence, the only way to fix the root of the problem would be to drastically change the g3d file format.  Since everybody who knows enough about coding is busy with other things, the "band-aid" solution is to scale the wheel up a little bit for the frame where it shrinks.

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Re: Animations: Smooth-problem
« Reply #3 on: 11 January 2010, 02:18:30 »
Actually, I'd say arch has a better answer John. While you did a good job explaining WHY it does that, adding more frames seems like a better solution from my tests. Usually 8 Frames (1/8 spin per frame) gives a fairly smooth spin that's good enough for me (and most). 4 would be ideal for a blend format, but for Glest, it is vital to use more than that, or you'll have heavy deformation.
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John.d.h

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Re: Animations: Smooth-problem
« Reply #4 on: 11 January 2010, 03:22:26 »
Or you can keep the same number of frames if you just scale it up at the end to compensate.  The tricky part is figuring out how much you have to scale it.

Hectate

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Re: Animations: Smooth-problem
« Reply #5 on: 11 January 2010, 06:47:42 »
Or you can keep the same number of frames if you just scale it up at the end to compensate.  The tricky part is figuring out how much you have to scale it.
That works with round or symmetrical (sp?) objects because the scaling comensates for the deformation, but for other shapes more keyframes would be needed or it would be just scaling the deformations worse!