RE: "Out in the World" vs. "In a Clip"

Date : Tue, 31 Jan 2006 13:49:22 -0800 (PST)
To : XSI(at)Softimage.COM
From : Scott McGinley <xsi_list(at)scottmcginley.com>
Subject : RE: "Out in the World" vs. "In a Clip"
Andre both your request are possible right now.  For
trimming you need only put the time slider over the
frame that you want to trim and use [ to trim before
and ] to trim after.  
For animated offset look under Effect>Create offset
effect.  you can creat offset keys by right clicking
on the yellow part of the clip and selecting "set
offset key - changed parameters."

scott

--- Andre DeAngelis <andre.deangelis(at)ubisoft.com>
wrote:

> Excellent suggesrions.
>  
> Some of these issue have been raise before,
> especially the need to have the mixer working at the
> scene level, which would adress your first point. 
> At the moment, you cannot work in keyframe mode and
> mixer mode at the same time without conflicts
> between the two.
>  
> The second suggesrtion is an interesting one, though
> you can make your work more efficient using
> reference clips also,
>  
> I have a few I would like to add.  I would like an
> interactive trim feature for clips.  When you trim a
> clip at the moment, you have to go into your Clip
> Time Controls to adjust the in and out points.  It
> would be nice to be able to drag the head or tail of
> a clip to adjust these values interactively.
>  
> Finally, we need something like an animatable Offset
> map to make he mixer really flexible.
>  
> The Mixer is handy, but it's starting to show it's
> age.
>  
> AD
>  
> 
> ________________________________
> 
> From: owner-xsi(at)Softimage.COM
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Mike
> Werckle
> Sent: Tuesday, January 31, 2006 3:04 PM
> To: XSI(at)Softimage.COM
> Subject: Re: "Out in the World" vs. "In a Clip"
> 
> 
> Thanks for everyone's responses.  It seems like
> people who use the mixer a lot can all agree that it
> needs some improvement in some areas-- not that it's
> bad the way it is, just that it could be even more
> useful.
> 
> I think everyone can agree that it would be useful
> to be able to animate directly into a clip, then to
> be able to open that clip and manipulate the fcurves
> the same way you would with a normal animation in
> the timeline.
> 
> Another issue which hasn't been broached is the
> concept of the mixer view.  Often you have clips on
> many different mixers in the scene. Do you think it
> would be helpful if there were a global mixer view
> where you could display all of your tracks?  You'd
> be able to see clip relationships to each other in
> time, and work on all your clips without having to
> close one mixer and open another.  
> 
> Mike
> 
> 
> 
> 
> On 1/30/06, Raffaele Fragapane <jaco(at)thejaco.com>
> wrote: 
> 
> 	in my opinion, human interface wise you can easily
> get the best of both
> 	worlds without compromising retrocompatibility or
> the current workflow
> 	
> 	the mixer should have one permanent background
> track (that adapts to the 
> 	selection/keying set and not to the whole
> scenespace/modelspace) and
> 	this track should be, by default, weighted at 0 (to
> not change the
> 	behaviour of old scenes).
> 	
> 	this background track could then be dealt with like
> any other clip in 
> 	the mixer, shifting or scaling it back and forth
> should modify the
> 	keyframes (makes for an easier life then having to
> switch to the
> 	dopesheet for just that), and bringing its weight
> up should mix it with
> 	the actual clips in the way a normal clip would. 
> 	
> 	this doesn't get anywhere near to the dream of
> having channel based
> 	clips and a basic nodal interface common to the
> whole app to manage
> 	them; but it would make the mixer (and clipFX) a
> LOT more useful
> 	
> 	It could then be expanded on further by being able
> to create more of
> 	such background animation tracks and being able to
> toggle the
> 	display/activity of each in the fcurve editor, this
> would also allow for
> 	interesting things like easily accessible multiple
> and blendable sets of 
> 	expressions and constraints (which can already be
> effectively stored in
> 	clips and managed up to a certain point).
> 	
> 	while the actual backend and coding work behind
> this isn't probably
> 	anywhere as easy as it seems, and there would be
> some circularity to 
> 	resolve, I believe it would be a sensible step
> forward that doesn't take
> 	away what's good already in the NLA system, and it
> shouldn't alienate
> 	those who want no changes to the current workflow
> 	
> 	oh well, just thinking aloud here. 
> 	
> 	******************************
> 	|     Raffaele Fragapane       |
> 	|     Rising Sun Pictures      |
> 	| "Remember, TD is for TopDog" |
> 	******************************
> 	
> 	
> 	
> 	olivier jeannel wrote: 
> 	
> 	> I agree in some way.
> 	> Although I think it's nice to have the Mixer
> overiding the Timeline,
> 	> perhaps the solution could be to have a special
> "Timeline-Transition"
> 	> to smoothly blend between both "world". 
> 	>
> 	>
> 	> Rafe Sacks a écrit :
> 	>
> 	>> Hi,
> 	>>
> 	>>
> 	>> There is one behavior I think needs to be
> altered. When there is
> 	>> ActionSource data and key frame data on the same
> object, the key 
> 	>> frames don't kick in until the clip is at 0%
> influence. It really
> 	>> should blend properly. It would cut out several
> steps and make
> 	>> animating so much easier.
> 	>>
> 	>> I always loved the idea of a track in the mixer
> which would allow an 
> 	>> Animator to automatically key there instead of
> directly on the
> 	>> object. I found a way to do it, but I figured it
> would take a couple
> 	>> months to develop the idea and I just don't have
> the time. It should 
> 	>> be possible though.
> 	>>
> 	>>________________________________
> 	>>R A F E   S A C K S
> 	>>Lead Character TD - Technical
> 	>>Animal Logic Film
> 	>>+612  9383 - 4800
> 	>>
> 	>>
> 	>>
> 	>>
> 	>>
> 	>>
> 	>> olivier jeannel wrote:
> 	>>
> 	>>> Hi Mike,
> 	>>> Maybe I don't get your point clearly but I
> almost disagree with you : 
> 	>>> -"You have to animate, then save a clip and
> remove the animation
> 	>>> from the character, then re-apply the
> animation, so on and so forth. "
> 	>>> -No, both exist, personaly I like not to
> "remove original animation" 
> 	>>> from the time + "copy cut key" line and just
> let the Mixer Clip
> 	>>> override it or not.
> 	>>> -"When setting a keyframe on an object, XSI
> would automatically
> 	>>> start creating a clip on a track in the
> timeline" 
> 	>>> - Yes but starting creating a clip
> automaticaly, that would make
> 	>>> tons of clips to scroll in. I prefer make the
> original move, and
> 	>>> then if necessary Store it into parts (upper
> body, arms, etc. ) as I 
> 	>>> wish, instead of an automatic thing...
> 
=== message truncated ===


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