When having the chops lag node and using the overshoot settings, you need a smooth animation to drive it.
For example when using lag/overshoot for car dynamics and the car is already driving at 50kmh from frame 1, the lag/overshoot node shoots back and forth since it sees a huge acceleration from frame 1 to frame 2, whilst you actually dont want it to react to that part yet.
How’d you guys tackle this?
Klonkel
Fade in initial animation for CHOPS lag/overshoot
1674 7 1- Klonkel
- Member
- 79 posts
- Joined: 3月 2016
- Offline
- mrCatfish
- Member
- 732 posts
- Joined: 12月 2006
- Offline
- mestela
- Member
- 1796 posts
- Joined: 5月 2006
- Online
- Klonkel
- Member
- 79 posts
- Joined: 3月 2016
- Offline
mrCatfish
I'd just lay down a channel CHOP, then right click and "Edit data channels," edit to make a nice smooth ease-in from 1-10 or so, and then mult your lag channel by that with a math CHOP.
Sean
Thanks for the reply, indeed also for me a new area of chops!
However, in this case you'd first need to make the current position relative to the origin, since otherwise you're going to fade-in/speed-in the animation from the origin to where the actual animation is located?
Apart from making the animation start from the origin, isn't there another way to get a pre-extend which fades in the animation?
- mrCatfish
- Member
- 732 posts
- Joined: 12月 2006
- Offline
Here is a more procedural way. Please middle click on the nodes for explanation.
I have also fleshed out yesterday's suggestion... it is a bit more fiddly, but it's a good technique to know.
The only reason I know all this stuff is because I used CHOPs a lot in the early 2000s on a kid's TV show where we re-used a lot of motion clips. And CHOPs is a time-warp that hasn't really changed in over 20 years.
- Take orig anim make sure to use extend options to interpolate slope.
- Create a single channel with a constant value of 1 which starts well before the scene.
- Mult the orig channel with this
- You have to do this to "harden" the slope created by extending it via the extend CHOP. Otherwise the lag CHOP doesn't see the extended channel.
- Your lag will no longer jump.
I have also fleshed out yesterday's suggestion... it is a bit more fiddly, but it's a good technique to know.
The only reason I know all this stuff is because I used CHOPs a lot in the early 2000s on a kid's TV show where we re-used a lot of motion clips. And CHOPs is a time-warp that hasn't really changed in over 20 years.
Edited by mrCatfish - 2023年2月21日 09:09:27
Sean Lewkiw
CG Supervisor
Machine FX - Cinesite MTL
CG Supervisor
Machine FX - Cinesite MTL
- Klonkel
- Member
- 79 posts
- Joined: 3月 2016
- Offline
- mrCatfish
- Member
- 732 posts
- Joined: 12月 2006
- Offline
Why do you want timeslice on? Is this just a proof of concept for some much larger setup? Because AFAIK memory savings are the only reason for using it, and in this example it just makes life harder.
Currently the only workaround I can see if you are going to use timeslice is to insert a "record" CHOP after the object CHOP... but then you are probably removing all the benefits of timeslicing.
Currently the only workaround I can see if you are going to use timeslice is to insert a "record" CHOP after the object CHOP... but then you are probably removing all the benefits of timeslicing.
Sean Lewkiw
CG Supervisor
Machine FX - Cinesite MTL
CG Supervisor
Machine FX - Cinesite MTL
- ikoon
- Member
- 207 posts
- Joined: 1月 2016
- Offline
-
- Quick Links