Mover: manual mode
Posted: 05 Oct 2016, 13:15
Hi,
here's a feature that would add a LOT to the animation potential of Ventuz:
Add a manual mode to the mover. What does that do? Well, simple. Instead of having an internal timer running, you manually control the progression. Let's say you make it 0..100%. When you set up a mover for 10s what happens is that an internal function (depending on your parameters) maps 0..10s to an output value. Now if you go to manual mode and drag the value from 0 to 100% the same value progression is performed.
What's that good for? Out of my head I can think of two scenarios where this would be awesome. 1) a scene driven by an external sync (like LTC timecode). 2) a non-linear timeline.
Let me explain 2) a bit more as it is what I just had to build. My client wanted me to build a scene with several moving elements (very organic) that loops. So far so good. Now at some point the whole movement was supposed to slow down and almost come to a stop before it speeds up again and continues with normal speed. With this in mind you can't use movers. They can't be slowed down. Then again movers are so powerful for this kind of scene - you need to use them. And so did my designer. And I had to convert those movers into keyframe animations. Now what if I could just take those movers and control them with a simple progress parameter? Bäm! So much time saved.
Also your client asking you to "slow down the whole scene" becomes so much easier
What do you think? Is that something? That's something, right?!
Thanks,
rou
here's a feature that would add a LOT to the animation potential of Ventuz:
Add a manual mode to the mover. What does that do? Well, simple. Instead of having an internal timer running, you manually control the progression. Let's say you make it 0..100%. When you set up a mover for 10s what happens is that an internal function (depending on your parameters) maps 0..10s to an output value. Now if you go to manual mode and drag the value from 0 to 100% the same value progression is performed.
What's that good for? Out of my head I can think of two scenarios where this would be awesome. 1) a scene driven by an external sync (like LTC timecode). 2) a non-linear timeline.
Let me explain 2) a bit more as it is what I just had to build. My client wanted me to build a scene with several moving elements (very organic) that loops. So far so good. Now at some point the whole movement was supposed to slow down and almost come to a stop before it speeds up again and continues with normal speed. With this in mind you can't use movers. They can't be slowed down. Then again movers are so powerful for this kind of scene - you need to use them. And so did my designer. And I had to convert those movers into keyframe animations. Now what if I could just take those movers and control them with a simple progress parameter? Bäm! So much time saved.
Also your client asking you to "slow down the whole scene" becomes so much easier
What do you think? Is that something? That's something, right?!
Thanks,
rou