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

Date : Wed, 1 Feb 2006 08:42:12 -0000
To : <XSI(at)Softimage.COM>
From : "kim aldis" <kim(at)cg-soup.com>
Subject : RE: "Out in the World" vs. "In a Clip"
I know some people like to see this kind of thing out of the box but it
wouldn't be hard to add something yourself to do this. 

> -----Original Message-----
> From: owner-xsi(at)Softimage.COM 
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Andre DeAngelis
> Sent: 31-January-2006 22:19
> To: XSI(at)Softimage.COM
> Subject: RE: "Out in the World" vs. "In a Clip"
> 
> Scott,
> 
> Yes I am aware of the trim befor eand after, but if you want 
> to chege these in and out points, you are forced to open up 
> the PPG and adjust it there.   I would like to see a 
> interactive trime whereby you can change this in the UI.
> 
> Thanks for reminding me about the offset keys.  I hadn't used 
> thekm in a while and now I knwo why - editing it is a pain in 
> the neck.  While it ins no doubt poweful, the workflow needs 
> a major review.
> 
> AD 
> 
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM 
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Scott McGinley
> Sent: Tuesday, January 31, 2006 4:49 PM
> To: XSI(at)Softimage.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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