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[Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby charly2008 » Fri Nov 19, 2010 6:03 pm

Hi to All,

When I came across this thread it occurred to me, to export a Sketchup animation to Kerkythea. But as so often, it did not work for now. Is there anyone here in the forum who has an animation rendered in Kerkythea or has experience with this workflow?

I have the following problem: I created three simple scenes with a rotating cube. If I export them with SU2KT either as scenes or as an animation the workspace remains blank in Kerkythea. I tried too to load the exported script file (.kst) but the result was the same.

I would love it if someone would help me, because I do not know what I'm doing wrong.

Charly
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby charly2008 » Fri Nov 19, 2010 10:24 pm

Hi

Before i was loading the wrong script. When i loaded the correct script it tooks about 1 and 1/2 hour to render. Below the result no animation!

Charly
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby tomasz » Sat Nov 20, 2010 10:31 am

Excellent update Morris!
I do like Fletch's animation :)

charly2008 wrote:Before i was loading the wrong script. When i loaded the correct script it tooks about 1 and 1/2 hour to render. Below the result no animation!
Charly

I don't want to hijack the thread so please join the Kerkythea thread or PM me with questions.
The important things:
- enable Proper Animation observers
- export animation using: Full model per frame
Your animation will be stored in the export folder as jpgs. Use VirtualDub or similar software to build an animation file from them.

... now .. where is that animation feature in SU2Thea ... :)
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby danbig » Wed Nov 24, 2010 6:09 pm

Hi Morisdov -

Thank you for the incredible tool.

Is there any limit on the number of positions that can be set?
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby danbig » Wed Nov 24, 2010 6:44 pm

Also -

How does the linking of positions and scenes work if you rename your scenes?

Does the Position 3 always link to the third scene that was created?
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby akobunge » Mon Nov 29, 2010 4:43 am

hi to all.. i used this plugin. but once i save the animation in video file.. i cannot see the object move..please help...
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby rachmatrf » Sat Dec 04, 2010 12:30 am

Thank you for this valuable tool...
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby rickymon » Mon Dec 13, 2010 1:03 am

I solved the proper animation export issue by using another free RB plugin:
SmoothStepAnim.rb (Smooth Step Animation)

This plugin has its own export window and it recognizes all Properanimation modifications
AND it helps you to get smooth scenes transitions just in case u dont like the native scenes transitions from SU.

utube test here
http://www.youtube.com/watch?v=UL6tnTvphAE

Regards

Note: U can always use Twilight too...!
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby Funerall » Thu Jan 06, 2011 1:18 pm

Twilight does fine with animated scenes. I'm using it too. After rendering images, than I combine them with VirtualDub. Works great but takes long :D

But I have some problems with Proper Animation 1.08B. I'm doing everything as I should (I think), but while moving objects with scenes, linear objects become unlinear :) I mean some part of the object disappears and then returns back. While rendering the same thing happens. Will there be any final version of 1.08B or a new version?

Thanks again for the wonderful plug-in Morisdov...
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby ashscott » Thu Jan 20, 2011 6:13 am

Can anyone explain why the traditional exporter won't recognize the proper animation moving objects?

I'm having to export through twilight as smoothstep forces me to cut out small pauses in the animation that need to be there. However, leaving my machine for 8 hours to render an animation only to come back and find that something has been mis-interpreted or I haven't set up properly is a bit of a pain.
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby Jim » Fri Jan 21, 2011 2:16 pm

ashscott wrote:Can anyone explain why the traditional exporter won't recognize the proper animation moving objects?


Exporting the object animations is just not something SketchUp does natively.

You could try the Key Frame plugin - it currently costs $19 but has a 10-day trial. It can export the animation to Scenes which can them be exported using SketchUp's built-in export options, or allow anyone to view the animation in SketchUp.

http://regularpolygon.blogspot.com/
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby ashscott » Sun Jan 23, 2011 7:26 am

Ok, but will that give a 'clean' export of animated objects to an AVI? Sounds like it just gives me scenes....within which SU's exporter still wont recognize animated objects.....

Thanks for the reponse
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby ashscott » Sun Jan 23, 2011 12:25 pm

I get the gist of your keyframe tool now, very clever, currently exporting the animation, will give an update.

I'm surprised there isn't a simple ruby exporter based (perhaps) on add_frame_change_observer that would allow you to export an image stream of exactly what is seen in SU......Google Earth has this kind of functionality; in fact it appears to be the most robust hi res export option in Google Earth.....

Excuse me if this is a poor suggestion as I don't understand ruby well.
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby ashscott » Sun Jan 23, 2011 2:45 pm

So if I am going to use keyframes animation the whole animation needs to be done with the plugin.....

It looks like a nice bit of gear but I have three models in sequence which will be edited together to make a movie and all the models have been prepared with proper_animation.rb

Looks like I will have to use fraps (high res screen capture) for this one.

Thanks for your help.
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby ashscott » Mon Jan 31, 2011 7:08 am

Anyone else noticed that object transitions cease to work after 25 scenes?
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby ashscott » Wed Feb 02, 2011 2:05 pm

Morisdov,

not sure if you know, although I'm sure you do, but the longer a scene transition is the further "out of sync" the animation easing settings become. That is, if the scene transition time is set to a longer period (say 10 seconds), in proper animation, then the default animation easing settings (0.3 - whatever that means!) will cause the transition to occur too quickly (IE the object will animate in 6 seconds and sit idle for 4). Yet if the object's transition time is very short - say 0.5 seconds - the animation easing settings will often need to be increased to stop the object animating too slowly and 'jumping' to position at the end of the scene.

This is all supposing that the goal is to get objects to animate for the whole scene transition time and no more resulting in the smoothest animation possible.

It appears, after many hours using your wonderful plugin, that the correlation between the animation easing requirement and the scene transition time setting is linear. But I haven't tested that theory. If the correlation is linear then it would be easy to have the animation easing settings automatically set themselves in relation to the scene transition time that the user selects.....

Perhaps this is all hogwash but it seemed logical to me so thought I would contribute it if it will help this wonderful plugin become even better.

Have created a very large animation (have used 5 different models with 25 scenes in each as there appears to be issues after scene 25) and am very grateful for your work. Please keep it up.

Regards

Ash
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby Fletch » Thu Feb 03, 2011 8:21 am

Morisdov, just wanted to let you know, we just put this vid. up on youtube - keep up the great work. :thumb:
http://www.youtube.com/watch?v=JKLp1q4b3YU
[youtube]JKLp1q4b3YU[/youtube] <-- how to embed youtube video?
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby Gaieus » Thu Feb 03, 2011 8:49 am

Fletch wrote:how to embed youtube video?
YouTube - Twilight Render SketchUp Animation - Building Progress


Code: Select all
[url=http://www.youtube.com/watch?v=JKLp1q4b3YU]YouTube - Twilight Render SketchUp Animation - Building Progress[/url]
[flash=480,385]http://www.youtube.com/v/JKLp1q4b3YU?fs=1&hl=en_US[/flash]
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby ashscott » Sat Feb 05, 2011 9:40 am

Fletch,

Thats awesome! Very nice work

If it's useful to anyone, turning off Vsync on your graphics card improves the 'smoothness' of animations recorded with fraps.

This isn't a problem if you use rendering software that exports to image stream......A render tool called 'Twilight' comes to mind. ;)
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby OTB Designworks » Fri Feb 11, 2011 9:43 pm

I am experiencing a SU crash every time I open a file and attempt to get a previously set position.

Almost always on the first attempt and, rarely, on the second attempt. I have never been able to get 3 positions without a crash.

It doesn't matter if I attempt to get a position for a single component or different ones.

Mac 10.5.8 and SU 8

I am attaching one of Google's crash logs, if that helps.
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby lampliter » Wed Feb 16, 2011 7:15 pm

I just used this plugin for the first time. It is the coolest thing since su.However I had a huge problem. It seems the objects disappear in the animation. It occured to me the objects only render as long as they are with in the thickness of the geometry itself. So I put some stationary geometry out side the paramerters of my animation and everything works fine. I just wanted to share this incase someone else has the same problem. Sorry if this is already well known, but I couldn`t find a fix other than this. Thanks again for the plugin.
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby vodip » Tue Feb 22, 2011 5:25 pm

Is large number of scenes (say 75+) viewable and adjustable using the "scenes transition times" and "scenes delay times"?
It seems only display whatever the screen can accommodate. anyone has similar experience and has solution to it?

thanks
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby morisdov » Sun Feb 27, 2011 8:12 am

Hello Chuck and other mac users,

I believe there is a mac specific problem, only on the new sketchup version 8 M1 release,
I dont have access to a mac machine. Chucks crush dump does not provide insight to resolve this.

Whoever can assist in resolving this, if you open the "ruby console" on the "window" menu - and send me all the messages displayed there, just before sketchup crushes, after the first get position and before the second attempt crushes sketchup - this is the only way to get a clue, where is the problem.

Thank you, Moris
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby driven » Sun Feb 27, 2011 3:27 pm

Hi Moris and Chuck...

I just did a quick test with the sample plugins on mac 10.5.8 + su v8.1 and all seems fine
Code: Select all
Sun Feb 27 13:54:49 +0000 2011
SketchUp Version: 8.0.4810
-----
Console messages are going to /tmp/ruby_trace.txt
-----
key = Units
value = 0.0
"Prepared animated arrays 3"
"Plugins - Started Proper Animation Scenes Observer 0"
"Prepared animated arrays 3"
"Plugins - Stopped Proper Animation Scenes Observer 0"
"Prepared animated arrays 3"
"Plugins - Started Proper Animation Scenes Observer 1"
"Prepared animated arrays 3"
"Plugins - Stopped Proper Animation Scenes Observer 1"
"Plugins - Stopped Proper Animation Pages Observer true"
"Prepared animated arrays 3"
"Plugins - Started Proper Animation Scenes Observer 2"
"Prepared animated arrays 3"


and

Code: Select all
----
SketchUpUndo0.log

----
File New
Tool(SelectionTool)
Start(Move)Commit(1264)
Start(Move)Commit(1265)
Start(Move)Commit(1266)
Start(Move)Commit(1267)
Start(Move)Commit(1268)
Start(Move)Commit(1269)
Start(Move)Commit(1270)
Start(Move)Commit(1271)
Start(Move)Commit(1272)
Start(Move)Commit(1273)
Start(Move)Commit(1274)
Start(Move)Commit(1275)
Start(Move)Commit(1276)
Start(Move)Commit(1277)
Start(Move)Commit(1278)
Start(Move)Commit(1279)

etc....
so Chuck, if you want to PM me a problem example, I'll run some test's...

I do get some clipping plane issues if I stop the animation and paint a face, close then restart.
It goes back to normal, if I stop and restart the observer however.
I'll try it on one of my large animations later

john
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby MuseumMaker » Tue Mar 01, 2011 2:04 am

This is a very useful Ruby. THANK YOU for the time and effort to create it. I currently have use for it but am having a little difficulty.

I have drawn a stage with several sets of trusses, there are different light fixtures mounted to it that I am attempting to rotate and animate.

I have mastered setting the axis properly for rotation and I can get a small set to rotate together. The problem I seem to be having is with nested and mirrored components and groups.

I have seen it mentioned to explode things to get it to work-- my question is down to what level? Like bombed apart and completely un-grouped?
My rigging is
The truss is a component (doesn't move) then there are several fixtures each with a component of a Yoke (pivots) and light (Pivots). (going to pivot on 2 axis) All the parts that move together have a unique component name to accommodate changes in the component.



I am banging my head on this one and I am sure it is something simple.

Thanks for any advice.
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby OTB Designworks » Thu Mar 03, 2011 5:13 pm

I have conducted some more testing and the results are very peculiar.

I can not get SU to crash if the Ruby Console window is open. I can Get Positions with no problem, but, when I close the window, SU will crash every time, usually within the first few Get Positions; I have managed to get at most 4 actions before crashing.

I am attaching the highly simplistic model for others to play with.

I hope we can figure this out because I would love to be using this plugin.

Thanks, Chuck
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby driven » Fri Mar 04, 2011 12:11 am

chuck.jpg

30311_PA_test_JB.skp

chuck.txt


Hi Chuck,

I still loose edges during the animation, but no crashes,

At first, I could only add up to 3 extra moves before crash, then I realised there were no scenes, and your transitions times in model prefs was 8 secs...

Moris,
So, is it meant to generate the scenes? I added each scene manually then switched to my next hash and refreshed in the PA dialog box.

which also needs to show_modal for mac's, I'd tweak it myself but it's encrypted..

cheers

john
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby OTB Designworks » Fri Mar 04, 2011 3:19 pm

Thanks John, for your further investigations.

I, too, am using 10.5.8

I didn't think that scenes were necessary for the plugin to work. How can I set up all my actions and check things for proper motion before I am ready to set up my scenes?

Looking forward to a solution!
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby driven » Fri Mar 04, 2011 3:52 pm

chuck, other then adding the scenes, I didn't use it's dialog for anything...
I guess I should of turned all or off most the update items list, here's a pic
Chc_scenes.jpg


that way you can move around as much as you want, and commit at the end, or leave open...
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Re: [Plugin] Proper Animation V1.08 Beta(Updated 14/11/10)

Postby driven » Fri Mar 04, 2011 4:10 pm

OTB Designworks wrote:(1)Thanks John, for your further investigations.

(2) I didn't think that scenes were necessary for the plugin to work. How can I set up all my actions and check things for proper motion before I am ready to set up my scenes?

(3) Looking forward to a solution!


I should have been more polite in my reply...
1 my pleasure
2 I didn't either, but all the examples have them, and there seems to be a limit [on Mac's at least] to the number of moves, before it crashes. so adding a bunch of empty scenes at the top, isn't to much trouble.
3 me to, I keep coming back to it, my first 'wish' is for the dialog to "show_modal", and then to have all the different controls in that 'one' dialog box (please Moris)

john
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