<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-2412236686498494633</id><updated>2012-02-11T19:37:16.908-08:00</updated><title type='text'>Thoughts on Animation</title><subtitle type='html'>thoughts about improving animation from the technical and user interface point of view &lt;br&gt;
animationfriendly Rigging concepts - CG apps UI improovents for animators - workflow . . . .&lt;br&gt;
&lt;br&gt;
please note that the existing posts are edited and expanded on a regular basis</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>15</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-2412236686498494633.post-5475008019656461267</id><published>2009-10-29T09:38:00.000-07:00</published><updated>2011-01-18T01:30:06.070-08:00</updated><title type='text'>ritalin - so maya cam remembers where to look at</title><content type='html'>a very handy script made by my colleague Stefan Kubicek&lt;br /&gt;&lt;br /&gt;- it automatically puts the cameras pivot point to your selection&lt;br /&gt;- basically it always presses "f" when you select something without actually moving the cam&lt;br /&gt;- its is 100% not noticeable or annoying (you will notice when its gone tho)&lt;br /&gt;&lt;br /&gt;VERY VERY RECOMMENDET&lt;br /&gt;especially when you are very close to your character it is a huge time and frustration safer.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;here are some Vids&lt;br /&gt;&lt;br /&gt;With Ritalin&lt;br /&gt;&lt;a href="http://krisstaber.at/posted/ritalin/withRitalin.mov"&gt;&lt;img style="width: 371px; height: 231px;" src="http://krisstaber.at/posted/ritalin/wRit.png" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Without Ritalin&lt;br /&gt;&lt;a href="http://krisstaber.at/posted/ritalin/withoutRitalin.mov"&gt;&lt;img style="width: 373px; height: 234px;" src="http://krisstaber.at/posted/ritalin/woRit.png" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;DOWNLOAD THE FILES&lt;br /&gt;&lt;a href="http://krisstaber.at/posted/ritalin/Ritalin.zip"&gt;script.py&lt;/a&gt;&lt;br /&gt;&lt;a href="http://krisstaber.at/posted/ritalin/install.txt"&gt;install.txt&lt;/a&gt;&lt;br /&gt;check for updated versions on &lt;a href="http://code.google.com/p/keyvis-dev/downloads/list"&gt;google code&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2412236686498494633-5475008019656461267?l=thinkanimation.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/5475008019656461267/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2412236686498494633&amp;postID=5475008019656461267' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/5475008019656461267'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/5475008019656461267'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/2009/10/ritalin-so-maya-cam-remembers-where-to.html' title='ritalin - so maya cam remembers where to look at'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2412236686498494633.post-340374522652873488</id><published>2009-02-11T07:45:00.001-08:00</published><updated>2009-02-11T08:00:01.082-08:00</updated><title type='text'>Exporting Sorensen3 with newer Quicktime versions</title><content type='html'>Some quicktime functions like the &lt;a href="http://thinkanimation.blogspot.com/2007/03/frame-counter-in-quicktime.html"&gt;ability to see frame numbers&lt;/a&gt; are great, but for some reason apple stopped showing the ability to export with sorensen3 videocodec.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Whats the big deal ?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Sorensen3 in my opinion is by far the best codec for animation.&lt;/div&gt;&lt;div&gt;&lt;ul&gt;&lt;li&gt;its very fast on export&lt;br /&gt;&lt;/li&gt;&lt;li&gt;very small filesize&lt;br /&gt;&lt;/li&gt;&lt;li&gt;and most important - very fast on &lt;span class="Apple-style-span" style="font-weight: bold;"&gt;back&lt;/span&gt; and forth time scrubbing or frame by frame.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;and very compatible with older qt versions (h264 sometimes needs the newest qt version)&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;The good news:&lt;/span&gt;&lt;/div&gt;&lt;div&gt;quicktime is only NOT SHOWING the ability. &lt;span class="Apple-style-span" style="font-weight: bold;"&gt;It is still there ! !&lt;/span&gt;&lt;/div&gt;&lt;div&gt;you need to &lt;span class="Apple-style-span" style="font-weight: bold;"&gt;tell quicktime to show legacy codecs&lt;/span&gt; &lt;/div&gt;&lt;div&gt;funny that they call it a legacy codec - i guess it has to do with their their new h264 codec&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 320px; height: 190px;" src="http://3.bp.blogspot.com/_kbl1911x65U/SZLz-o0APSI/AAAAAAAAAXo/9peR3Iz-8jQ/s320/show_legacy.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5301567968801471778" /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;You have to go into the System Settings QT options to change that seeting.&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Afterwards you can export sorensen3 as usual.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2412236686498494633-340374522652873488?l=thinkanimation.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/340374522652873488/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2412236686498494633&amp;postID=340374522652873488' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/340374522652873488'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/340374522652873488'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/2009/02/exporting-sorensen3-with-newer.html' title='Exporting Sorensen3 with newer Quicktime versions'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_kbl1911x65U/SZLz-o0APSI/AAAAAAAAAXo/9peR3Iz-8jQ/s72-c/show_legacy.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2412236686498494633.post-1162564944124300642</id><published>2008-05-31T22:12:00.000-07:00</published><updated>2008-12-08T14:52:58.833-08:00</updated><title type='text'>little ghosting sphere script</title><content type='html'>I created a very simple ghosting script to check arcs for maya&lt;br /&gt;&lt;br /&gt;select the object you want to trace and click the button for the script&lt;br /&gt;it brings up the ghosting panel. set it the way you like and hit ghost&lt;br /&gt;nothing special, but speeds up workflow. stable ghosting with a click&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_kbl1911x65U/SEIzanXEeeI/AAAAAAAAARI/coMQ9UW6TIQ/s1600-h/lilghoster.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_kbl1911x65U/SEIzanXEeeI/AAAAAAAAARI/coMQ9UW6TIQ/s320/lilghoster.jpg" alt="" id="BLOGGER_PHOTO_ID_5206780651529075170" border="0" /&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_kbl1911x65U/SEQq9HXEefI/AAAAAAAAARQ/a2khJCi5qew/s1600-h/lilghoster.gif"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_kbl1911x65U/SEQq9HXEefI/AAAAAAAAARQ/a2khJCi5qew/s320/lilghoster.gif" alt="" id="BLOGGER_PHOTO_ID_5207334298583333362" border="0" /&gt;&lt;/a&gt;feedback or suggestions welcome&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-weight: bold;" href="http://www.krisstaber.at/media/other/posted/lilghoster.zip"&gt;download v0.1&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2412236686498494633-1162564944124300642?l=thinkanimation.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/1162564944124300642/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2412236686498494633&amp;postID=1162564944124300642' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/1162564944124300642'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/1162564944124300642'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/2008/05/little-ghosting-sphere-script.html' title='little ghosting sphere script'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_kbl1911x65U/SEIzanXEeeI/AAAAAAAAARI/coMQ9UW6TIQ/s72-c/lilghoster.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2412236686498494633.post-8505696081385591756</id><published>2008-05-29T17:42:00.001-07:00</published><updated>2008-06-02T13:36:11.779-07:00</updated><title type='text'>workflow life savers</title><content type='html'>some things i found to help MASSIVELY when it comes to workflow in animation&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;u&lt;/span&gt;se digicam instead of video cam for reference&lt;br /&gt;- no need for recoding resizing importing&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;u&lt;/span&gt;se tools that can draw over video and save only your drawings out as an image sequence&lt;br /&gt;- bauhaus mirage - flipbook by koshigaya&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;g&lt;/span&gt;rease pencil tool by jason schleifer for drawing in maya&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;b&lt;/span&gt;locking all poses out in the beginning - so not timing the poses&lt;br /&gt;whole shot has 10 keyposes - you have all those poses on the first 10 frames&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;t&lt;/span&gt;iming those poses out and setting interpolation to "step tangents"&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;g&lt;/span&gt;oing from stepped to copied pairs&lt;br /&gt;(having all keys interpolation on linear - hold the keyposes for certain ammount of frames with a 2nd copy of that pose)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;c&lt;/span&gt;olor coding the important poses in the timeline with the special key tick color function&lt;br /&gt;&lt;span style="font-size:75;"&gt;&lt;span style="font-size:78%;"&gt;1 Select Window &gt; Settings/Preferences &gt; Colors &gt; Animation.&lt;br /&gt;2 Choose a Time Slider Tick Special color and click Save.&lt;br /&gt;3 In the Graph Editor, select the keyframe(s) you want drawn in the Time Slider Tick Special color.&lt;br /&gt;4 In the Command Line or Script Editor, enter the &lt;code class="cCode"&gt;keyframe&lt;/code&gt; MEL command with the &lt;code class="cCode"&gt;-tickDrawSpecial(-tds) &lt;/code&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:75;"&gt;&lt;span style="font-size:78%;"&gt; flag as follows:&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:75;"&gt;&lt;span style="font-size:78%;"&gt;&lt;code class="cCode"&gt;&lt;/code&gt;&lt;br /&gt; keyframe -tds on&lt;br /&gt;The keyframes you selected and set the -tds flag for are now drawn with Time Slider Tick Special color in the Time Slider.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;u&lt;/span&gt;se tween machine by justin barret to help creating rough inbetweens&lt;br /&gt;then make them nicer&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-weight: bold;"&gt;m&lt;/span&gt;&lt;/span&gt;ake a lot of inbetweens - put overlap and follow through into inbetweens&lt;br /&gt;break up the spine and head and arms and hands in the inbetweens&lt;br /&gt;every 4th frame a pose - every 2nd frame a pose&lt;br /&gt;then go to spline&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-weight: bold;"&gt;u&lt;/span&gt;&lt;/span&gt;se video software that allows drawing frame by frame over the playblast/capture&lt;br /&gt;like flipbook by koshigaya or mirage or tvpaint or fcheck(rightclick draws in WIN(not osx))&lt;br /&gt;to give yourself feedback on your animation&lt;br /&gt;doing that in 2d instead of in the 3d app helps a lot and drawing it on the video even more&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;----------------------------&lt;br /&gt;&lt;br /&gt;there is also a tool calles AnimTools by dimos that has a couple of nice features mentioned here all in one package&lt;br /&gt;but its not free like the ones i mentioned&lt;br /&gt;&lt;br /&gt;other softwares like xsi or 3d studio max may have the same tools&lt;br /&gt;i know for a fact that xsi has the grease pencil tool and the tweenmachine - just google them&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2412236686498494633-8505696081385591756?l=thinkanimation.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/8505696081385591756/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2412236686498494633&amp;postID=8505696081385591756' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/8505696081385591756'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/8505696081385591756'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/2008/05/workflow-life-savers.html' title='workflow life savers'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2412236686498494633.post-6391350981991582175</id><published>2008-03-08T07:07:00.000-08:00</published><updated>2008-03-09T11:17:41.437-07:00</updated><title type='text'>drawing on screen apps</title><content type='html'>there are various ways of tracking your arcs and spacing and it is essential for animators.&lt;br /&gt;onion skinning / ghosting or trajecory tools in the animation package&lt;br /&gt;&lt;br /&gt;or the good old fashioned drawing over your animations on screen&lt;br /&gt;&lt;br /&gt;its an old "trick" for animators to draw with a dry erase marker on crt screens&lt;br /&gt;and then wipe it off again&lt;br /&gt;which is probably the nicest way because its so tactile&lt;br /&gt;&lt;br /&gt;on tfts its a bit more problematic because they are not as resistant as crts with their glass surface&lt;br /&gt;therefore some companies do not allow to draw on their TFTs&lt;br /&gt;&lt;br /&gt;so a lot of animators tape acetate sheets on the top of the monitor and then flip it down onto the screen to draw on it&lt;br /&gt;but thats a bit cumbersome&lt;br /&gt;and the sheet is usually about 1cm away from the screen therfore the line changes with the perspective&lt;br /&gt;&lt;br /&gt;luckily there are some applications that allow drawing over your&lt;br /&gt;animations or any other windows, they are usually called&lt;br /&gt;annotation software - or screen drawing software&lt;br /&gt;&lt;br /&gt;windows:&lt;br /&gt;&lt;a href="http://www.nivritti.com/ezmark/"&gt;http://www.nivritti.com/ezmark/&lt;/a&gt;&lt;br /&gt;&lt;a href="http://technet.microsoft.com/en-us/sysinternals/bb897434.aspx"&gt;http://technet.microsoft.com/en-us/sysinternals/bb897434.aspx&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.annotatepro.com/"&gt;http://www.annotatepro.com/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;osx:&lt;br /&gt;&lt;a href="http://flyingmeat.com/flysketch/"&gt;http://flyingmeat.com/flysketch/&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.panic.com/desktastic/"&gt;http://www.panic.com/desktastic/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;in maya you can parent a sphere to the body party you want to track&lt;br /&gt;and then ghost it&lt;br /&gt;or use &lt;span style="font-weight: bold;"&gt;cMotionTrail&lt;/span&gt; to get a 3d curve&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2412236686498494633-6391350981991582175?l=thinkanimation.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/6391350981991582175/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2412236686498494633&amp;postID=6391350981991582175' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/6391350981991582175'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/6391350981991582175'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/2008/03/drawing-on-screen-apps.html' title='drawing on screen apps'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2412236686498494633.post-7420732757607594122</id><published>2008-01-06T07:03:00.001-08:00</published><updated>2009-06-12T00:39:39.697-07:00</updated><title type='text'>most annoying "features" in cgi apps</title><content type='html'>i tried to keep this blog positive and just write about the good features of apps and that other apps should incorporate them into theirs.&lt;br /&gt;&lt;br /&gt;BUT&lt;br /&gt;&lt;br /&gt;when working with apps day and unfortunately also nights you just end up swaring at a few very annoying things in various apps&lt;br /&gt;&lt;br /&gt;so here is the list of frustration:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;HOUDINI&lt;/span&gt;:&lt;br /&gt;i am using houdini for 3 weeks now and i LOVE it&lt;br /&gt;there are however some really annoying "features" that dont fit the otherwise very good user interface experience:&lt;br /&gt;&lt;br /&gt;- there is this yellow box that pops up when you write code to help you against typing errors or show what you can do with the letters you have already written&lt;br /&gt;its generally a great tool BUT it often locks the input so you cant type anymore. and it works very differently in different aereas of the app&lt;br /&gt;- the editors and coding windows need a total rewrite (you can feel my frustration)&lt;br /&gt;edit expression editor (alt+e in a channel) does not support the yellow box - it shows up and tells you what you can write but it again often locks input and worst of all it does not allow you to select stuff from that box&lt;br /&gt;- the edit operator type properties scripts editor when you are using the python hom model&lt;br /&gt;this editor is just a pain to code in&lt;br /&gt;copy paste works very weiredly if at all&lt;br /&gt;the yellow box gets into your way way to often&lt;br /&gt;no code highlighting or coloring&lt;br /&gt;no proper debugging&lt;br /&gt;it would be cool to be able to drag and drop channels from the preferences pane&lt;br /&gt;it would be cool to have tabs where you can copy and paste code inbetween and say this or that code tab is active when i call the script&lt;br /&gt;&lt;br /&gt;since houdini is really good for techy stuff it would be cool if Sfx would improove coding usabilty&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Maya:&lt;/span&gt;&lt;br /&gt;- some stuff wont undo while other things do - if you make a connection with the conneciton editor it will not be undoable.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;-Hiding menues via ctrl+m and shift+m is great&lt;/span&gt;&lt;br /&gt;they stay accessible through the space bar menue (pressing space bar)&lt;br /&gt;but not in the script editor (-horray)&lt;br /&gt;-&lt;span style="font-weight: bold;"&gt; does not memorize the open file setup&lt;/span&gt; - so if i want to set the open menue up in a way that i see the files in chronological order i always have to click twice (why doesnt it memorize that from the 50 times i did that before)&lt;br /&gt;also a recent folders list like in xsi would help greatly to decrease amount of clicking.&lt;br /&gt;- &lt;span style="font-weight: bold;"&gt;maya looses the selections when you save the file&lt;/span&gt;&lt;br /&gt;thats particularly annoying when you have a complex selection&lt;br /&gt;eg select certain bodyparts for export and you want to save first because the exporter sometimes crashes maya&lt;br /&gt;- &lt;span style="font-weight: bold;"&gt;skinweighting&lt;/span&gt; - man thats so annoying in maya&lt;br /&gt;&lt;span style="font-style: italic;"&gt;change the bone/deformer:&lt;/span&gt; you can up and down the deformers if you click in the tool options box and hit up and down arrow key&lt;br /&gt;but if you then paint in the viewport (change focus to viewport) the arrow up and down actually goes up and down the object hirarchy&lt;br /&gt;so you always have to click in the tool options again&lt;br /&gt;&lt;span style="font-style: italic;"&gt;representation of the weight:&lt;/span&gt; black and white very hard to read small numbers - its close to impossible to see something like a 5% weight - would be good to have more colors instead of just grayscale&lt;br /&gt;&lt;span style="font-style: italic;"&gt;add/replace/subtract/smooth&lt;/span&gt; are all different buttons in the tool options so you always have to go into the tool options and change it - would be good to have it on mousebuttons or ctrl shift or something&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;FCheck&lt;/span&gt;&lt;br /&gt;its an awesome tool but one thing is TOTALLY screwed up&lt;br /&gt;in OSX you can export a playblast as a movie file (really handy when you want to save it) in windows you cant&lt;br /&gt;in windows you can draw on top of the playblast with the left mouse button in OSX you cant&lt;br /&gt;now these are in my opinion two equally essential features but they are unique to either osX or Win&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;XSI:&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;-&lt;/span&gt; translation is keyed in parent worldspace&lt;br /&gt;so if you rotate the controller which is parented to another one then your translation will be handled in parent worldspace so in the f courve editor the keys do not make a lot of sense&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;-&lt;/span&gt; no hirarchical bone view on skinning &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;-&lt;/span&gt; with S as nav tool its really easy to unintentionally safe the file when you for example smooth skinwheits with CTRL and you smooth - navigate - smooth - navigate - bamm you press ctrl and s at the same time for a split second and you overwrite the file&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;-&lt;/span&gt; standard settings for animators pretty much useless&lt;br /&gt;maybe thats me coming from maya&lt;br /&gt;but it takes me an hour to set up xsi from the standard settings for things like graph editor to work in a useful way&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;-&lt;/span&gt; either i am stupid or the schematic view is a piece of shit&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- &lt;/span&gt;xsi always changes the screenlayout when you want editors to be in special windows - why doesnt it just stay a 4 view layout&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;-&lt;/span&gt; the focus change is really annoying (happens very often using a wacom) you want to delete something in an editor and wham you delete the whole object because the coursor changed the focus (especially in writing scops and expressions)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2412236686498494633-7420732757607594122?l=thinkanimation.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/7420732757607594122/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2412236686498494633&amp;postID=7420732757607594122' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/7420732757607594122'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/7420732757607594122'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/2008/01/most-annoying-features-in-cgi-apps.html' title='most annoying &quot;features&quot; in cgi apps'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2412236686498494633.post-4332000008554848393</id><published>2007-11-20T06:40:00.000-08:00</published><updated>2008-06-03T19:59:28.520-07:00</updated><title type='text'>dummy guide to a useful rig</title><content type='html'>since i had to work with some really crappy rigs lately i will post the bare essentials of a useful rig here&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; color: rgb(255, 0, 0);font-size:130%;" &gt;- have a working "select all" button  !!&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;that actually selects &lt;span style="font-weight: bold; color: rgb(255, 0, 0);"&gt;ALL&lt;/span&gt; the keyable attributes !!!&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;and &lt;span style="color: rgb(255, 0, 0);"&gt;ONLY&lt;/span&gt; the keyable attributes !!&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;it should select every single keyable parameter to lock down a pose&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;if you delete every key in the graph editor after pressing that button you delete the animation and not break the rig with it.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;if you move all the keys in the graph editor - fcurves editor it retimes your animation without breaking the poses.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;also dont forget about hidden controllers (fk/ik for example)&lt;br /&gt;.. that can also be done without a button &lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;if you dont have any hidden controllers.&lt;/span&gt;&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt; if you drag select the whole model and it only selects the controls (need to be curves/splines and rest has to be unselectable)&lt;br /&gt;&lt;/span&gt;- ALL keyable nodes should be represented by a spline curve&lt;br /&gt;so if you select all splines in the scene you only selected animateable objects&lt;br /&gt;therefore you can switch your app to select only splines in animation&lt;br /&gt;- splines should maybe somehow represent the different objects&lt;br /&gt;hip/root spline should look different from the spine splines&lt;br /&gt;left and right main foot control should look different from the rest of the bodies splines&lt;br /&gt;all spine controls can look the same&lt;br /&gt;all arm controls can look the same&lt;br /&gt;colorcode left and right controls&lt;br /&gt;- custom attributes should work the same in any position or orientation of the object.&lt;br /&gt;dont use "off sets" or orients because they will work different depending on the position of the mastercontroller&lt;br /&gt;- FINGERS&lt;br /&gt;have a way to really pose every part of the finger&lt;br /&gt;so you can really grab things in a proper way&lt;br /&gt;not ONLY have a general straight/curl control on fingers or the whole hand&lt;br /&gt;&lt;br /&gt;- upvector on ik bones like knee orientation&lt;br /&gt;parent it to the foot&lt;br /&gt;and not to the hip&lt;br /&gt;so if you rotate the foot - the knee will look in the same direction&lt;br /&gt;if you rotate the hip&lt;br /&gt;the knee orientation does not change&lt;br /&gt;&lt;br /&gt;- if you have ik and fk on hands&lt;br /&gt;ik on hands should lock down the whole hand position in space&lt;br /&gt;one ik from the shoulder to the wrist is not enough,&lt;br /&gt;because the hand position will change when you move the rest fo the body&lt;br /&gt;- gui picker/synoptic view/or however you call it&lt;br /&gt;not really obligatory&lt;br /&gt;helps though&lt;br /&gt;have a select all button there&lt;br /&gt;have a key all button there&lt;br /&gt;have a translate character button there (hip,feet,ik arms - autoswitch to global translate)&lt;br /&gt;&lt;br /&gt;- put all mouth shapes on one controller (jaw controller for example because it also does the mouth open / close)&lt;br /&gt;all the eye lid / brow controlers to another controller&lt;br /&gt;dont put them all on one controller or on 10 controllers&lt;br /&gt;unless its a bone driven setup of course&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2412236686498494633-4332000008554848393?l=thinkanimation.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/4332000008554848393/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2412236686498494633&amp;postID=4332000008554848393' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/4332000008554848393'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/4332000008554848393'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/2007/11/dummy-guide-to-useful-rig.html' title='dummy guide to a useful rig'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2412236686498494633.post-6108665455868590692</id><published>2007-07-24T01:22:00.000-07:00</published><updated>2008-02-19T07:01:28.109-08:00</updated><title type='text'>cool features in other animation applications</title><content type='html'>things i encounter when working in other animation packages&lt;br /&gt;i write it down for you and also for me to remember what i liked and disliked before getting used to the app too much.&lt;br /&gt;First off - i will always prefer maya over those packages - but they have some cool features that could be brought to maya or other apps like the hopefully soon released reflex&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;XSI&lt;br /&gt;&lt;/span&gt;-&lt;br /&gt;- distance to camera (very easy just go view and tick that and every obj you select shows a number with the distance - not really animation specific but its great and simple)&lt;br /&gt;- great reanaming (select a couple of objects and rename them all at once - auto nr at end)&lt;br /&gt;- very good and flexible frame counter built in (KA slate)&lt;br /&gt;- mouse buttons context menue on different commands (eg constraining -middle=to, right=from)&lt;br /&gt;- middle or rightclick on hirarchies selects all in branch or all below&lt;br /&gt;- high level editor in graph editor (advanced sort of lattice for fcurves)&lt;br /&gt;- open multiple independent graph editors (for one or multiple object)&lt;br /&gt;- rotation order (check gimbal lock post) can be keyed and changed during animation (halleluja)&lt;br /&gt;- great keyboard mapping settingpage (doesnt do multiple assignments though)&lt;br /&gt;- custom toolbars can be saved as a seperate file and is easily accessable (wont save with the scene but better than nothing)&lt;br /&gt;- playblast aka capture in quicktime sorensen3 !!! (now thats something great innit ?)&lt;br /&gt;- memo (little buttons that allow you to save viewport settings - unfortunately not the showed components (poli, curves . . ))&lt;br /&gt;-Paths on save and open&lt;br /&gt;(saves paths you used - very annoying if you have to surf there every time you save or open a file like in maya)&lt;br /&gt;-color code via artist panel (you can colour code stuff VERY quickly)&lt;br /&gt;- keeping frame forward backward buttons pressed will play the animation (maya has seperate button)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;ZBrush&lt;/span&gt;&lt;br /&gt;- holding ctrl over any button or command gives you a quick help window on what it does&lt;br /&gt;superbly quick and convenient way of tackling the "what does this do again" problem&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Motionbuilder&lt;/span&gt;&lt;br /&gt;- animation layers - damn, thats powerful !&lt;br /&gt;- highlighting of keyed parts - when you scrub the timeline and move over a keyframe&lt;br /&gt;the controls which are keyed on that frame light up - very nice, never annoying, visual feedback&lt;br /&gt;- adjusting the timeline size can be done by dragging over the start and end frame button&lt;br /&gt;nice for quick adjustments&lt;br /&gt;- camera navigation is quite nice (one mouse button with "shift and ctrl", "shift", "control")&lt;br /&gt;- graph editor navigation has GREAT usability - especially resizing&lt;br /&gt;- arcs tool - trajectory -animation curves works great&lt;br /&gt;- nice way to work with keyframes in the timeline (dopesheet kind of way)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;3D Studio Max&lt;br /&gt;&lt;/span&gt;&lt;span&gt;-trajectory (animation curves, arcs tool)&lt;br /&gt;works nicely and intuitively&lt;br /&gt;- character studio&lt;br /&gt;really bad for high quality stuff - but good for quickies&lt;br /&gt;not everything is tripple A or feature film quality&lt;br /&gt;interesting footroll pivot solution&lt;br /&gt;unfortunately no squash and strech/scaling and you cant use graph editor&lt;br /&gt;- CAT havent tried it yet but its some pimped, modular version of character studio&lt;br /&gt;a lot like The Setup Machine in maya&lt;br /&gt;- resizing the playback range is nice&lt;br /&gt;- copy a key in the timeline via shift + mousebutton (nice and fast)&lt;br /&gt;- selection sets are a very well designed feature&lt;br /&gt;- skinning (over all it sucks but some cool features)&lt;br /&gt;color, bone envelopes (for superquick tests only), the mirror mode is great&lt;br /&gt;- camera has a walk through mode (3d shooter like camera)&lt;br /&gt;great for positioning the camera&lt;br /&gt;- doesnt change anything when you save the file (maya does some sort of refresh- changes selection)&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2412236686498494633-6108665455868590692?l=thinkanimation.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/6108665455868590692/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2412236686498494633&amp;postID=6108665455868590692' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/6108665455868590692'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/6108665455868590692'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/2007/07/cool-features-in-other-animation.html' title='cool features in other animation applications'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2412236686498494633.post-1539202316199142807</id><published>2007-07-19T02:31:00.001-07:00</published><updated>2008-02-13T12:23:47.840-08:00</updated><title type='text'>rigging checklist for animator friendly rigging</title><content type='html'>a lot of rigs are super cool and can do tons of things&lt;br /&gt;but often even animators who rig forget about important little things that makes animating with a rig easier and streamlined - therefore help to produce more and better animation in the same time, and doesnt frustrate the animator.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;gimbal lock rotation order&lt;/span&gt;&lt;br /&gt;set the rotation order of the objects in a way that helps to prevent gimbal lock&lt;br /&gt;and to make sense in terms of how axis get aligned (really think about that) (check jason schleifer dvd)&lt;br /&gt;XYZ is the standard - if Y is used a lot then change it (the middle one is the dangerous one)&lt;br /&gt;check my earlier post on that topic&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;pickwalk up and down ability on controls&lt;/span&gt;&lt;br /&gt;maya has a nice "feature" that allows you to go up, down and sideways in hirarchies with the 4 arrow buttons.&lt;br /&gt;enable that on the spline animation controls&lt;br /&gt;so that i can pickwalk up and down on for example a tail with 6 controls&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;no redundant controls&lt;br /&gt;&lt;/span&gt;two controls doing the same thing&lt;br /&gt;resulting in two f curves describing the same motion&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;often found in hips area&lt;br /&gt;3 controls very close to each other&lt;br /&gt;main root - hip rotation - uper torso rotation&lt;br /&gt;so this would be two controls affecting the uper torso rotation&lt;br /&gt;doing pretty much the same thing&lt;br /&gt;so the main hip controller should also be the root rotation of the upper spine - no need for an extra controller&lt;br /&gt;&lt;br /&gt;or rotation of hands if they have a fk ik switch&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;controls should be visually unique and simple&lt;/span&gt;&lt;br /&gt;it often happens that you cant really say which control is which when you have some weired view on the model (zoomed in view from the top right or something)&lt;br /&gt;then you have 3 circles (rig controls) and you often grab the wrong one&lt;br /&gt;so eyes can be eliptical - body like hands and legs and torso can be circles - left and right different color - ik orientation points (where the knee / elbow bends to) be a simple arrow or something&lt;br /&gt;just to keep things really simple and obvious&lt;br /&gt;3d sort of controls like boxes and spheres or 3d arrows arent really ideal because that would mean more lines that clutter up the view&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;rotations and values should make sense&lt;/span&gt;&lt;br /&gt;if you rotate something forward - it should give you positive rotation values in the Graph Editor&lt;br /&gt;if you rotate it backwards - it should give you negative values (check jason schleifer dvd)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;custom parameters:&lt;/span&gt; a swivel foot that rotates the foot -180 to 180 should not have values from -1 to 1 - instead it should represent in the GE what the foot is doing therefore have values -180 to 180&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;its got to be fast - as fast as possible&lt;/span&gt;&lt;br /&gt;check whats the fastest way to calculate things in your app (a rig is basicly just a big calculator)&lt;br /&gt;nodes are faster than expressions in maya&lt;br /&gt;expressions are faster than scops in xsi (i am not 100% shure but thats what people say)&lt;br /&gt;calculating distance built in nodes/objects is faster than if you have to write code&lt;br /&gt;segment the geometry for each skinbone and just parent it to it to have a proxy&lt;br /&gt;&lt;br /&gt;think outside the box&lt;br /&gt;a rendering node may be the thing that calculates what you need for your rig (rgb - xyz blend color node instead of blending between two constraints)&lt;br /&gt;other useful maya nodes (invert)&lt;br /&gt;&lt;br /&gt;to be expanded&lt;br /&gt;please help to expand this list&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2412236686498494633-1539202316199142807?l=thinkanimation.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/1539202316199142807/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2412236686498494633&amp;postID=1539202316199142807' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/1539202316199142807'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/1539202316199142807'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/2007/07/rigging-checklist-for-animator-friendly.html' title='rigging checklist for animator friendly rigging'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2412236686498494633.post-8855719920738559648</id><published>2007-07-06T09:06:00.000-07:00</published><updated>2009-06-03T03:58:05.094-07:00</updated><title type='text'>what i would like to have from an animation tool</title><content type='html'>wishlist for an animation application&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- Games workflow&lt;/span&gt;&lt;br /&gt;in games one hast to animate very short animations and cycles&lt;br /&gt;so the animation file ends up beeing like 3000 frames long&lt;br /&gt;with 100 different animations&lt;br /&gt;it becomes a mess quite quickly&lt;br /&gt;&lt;span style="font-style: italic;"&gt;I would love&lt;/span&gt; to have the ability to &lt;span style="font-style: italic;"&gt;seperate these animations in the app&lt;/span&gt;,&lt;br /&gt;so that i can &lt;span style="font-style: italic;"&gt;look at one single animation&lt;/span&gt; in the graph editor.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;name the animation&lt;/span&gt; so i can easily find it again. (maybe like the video editing apps)&lt;br /&gt;&lt;span style="font-style: italic;"&gt;define start and end poses and find those again&lt;/span&gt; once you want to change them &lt;span style="font-size:85%;"&gt;- (there is a lot of from this animation endpose to that animation startpose&lt;br /&gt;so your idle start/end pose will end up beeing used VERY often as the beginning or end of other animations&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- games exporter for most common engines and middle ware&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size:130%;"&gt;- proper 2D drawing and animation with a wacom&lt;/span&gt; &lt;/span&gt;&lt;br /&gt;(like reflex, alias studio, alias sketchbook, tv paint, not weired splines but nice bitmap or vector lines)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size:130%;"&gt;- FULLY and very easily customizeable interface&lt;/span&gt; &lt;/span&gt;&lt;br /&gt;(easy load and change - for colleagues, ability to save it with the file)&lt;br /&gt;ability to change camera navigation&lt;br /&gt;for using wacoms it sucks to do something intricate with middle or right mousebutton&lt;br /&gt;would be a lot better do do it with tip AND rmb or tip AND lmb&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;- map frame by frame buttons to every sort of input device&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- realtime playback&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- custom buttons with code execution&lt;/span&gt;&lt;/span&gt; (like mel shelf buttons) but lay it out in the scene and &lt;span style="font-style: italic;"&gt;save it with the file&lt;/span&gt; (every shot is different)&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;- marking menues&lt;/span&gt; (also save with file)&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;- ability to split animations representation into shots&lt;/span&gt;&lt;br /&gt;..if i hit "f" in graph editor it only focuses and shows the animationcurves of the current shot and not all 1000 frames&lt;br /&gt;some of the animations are totally independent from each other - like game animation&lt;br /&gt;you should also be able to save that framerange (for example "walk", "idle" "shot1") and come back to it with a simple click.&lt;br /&gt;this should also save with the file&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- save config and code with every file and not in seperate file&lt;br /&gt;&lt;/span&gt;some of the above features need a different sort of saving configs and code&lt;br /&gt;usually this is saved seperately from the animated file&lt;br /&gt;but i think it would be cool if you could save scripts, code, buttons(which execute code), configuration of the app (bring up a warning that the file calls different config and give animator the choice of taking 6 outofthe 11 local configs for say camera fcurves editor and so on)&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;- realtime, stable and EASY TO USE onionskinning&lt;/span&gt; (coming and past frames different color, drawing strength changes with proximity to actual frame nr. ability to tell app how many frames)&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;- more intelligent selection of handles and controllers&lt;/span&gt; (highlight on mouseover and so on)&lt;br /&gt;.. current technology ends up in a mess quite often because of too many controllers&lt;br /&gt;.. one controller beeing hidden by another or geometry, two look exactly the same and you often select the wrong one - modify it and not knowing why the the part of the character does not change&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- stable, fast, intuitive, modular autorigging functionality&lt;/span&gt; (setup machine, face machine, cat)&lt;br /&gt;thats an easy way to standardize rigs and that helps to add advanced rig functionality&lt;br /&gt;standardizing should not mean unflexible&lt;br /&gt;ability to rig an octopuss aswell as a simple human game character, cartoony daffy duck or realistic beowulf, biped, quadruped, hands on the end of tentacles, tails, ponytail . . . . .&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- ability to insert reference video INTO the scene &lt;/span&gt;(eg. on a plane). with realtime playback (ram player)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- save selection of channels in graph editor&lt;/span&gt;&lt;br /&gt;(on handles like the hand it sometimes becomes quite a mess with all the custom attributes, or all rotations on the spine only)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- change representation of rotation vs translation and custom attributes in graph editor&lt;/span&gt;&lt;br /&gt;(rotations have very high values whereas translation often doesnt change more than 5 units, so in the GE you cant really see tranlation and rotation because the values are too different. same with custom attributes)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;-&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;ability to colorize (or some other sort of visual feedback) certain frames&lt;/span&gt;&lt;br /&gt;start and end frames of a loopable animation that is embeded in bigger animation. (games)&lt;br /&gt;keys, breakdowns, extremes . . .&lt;br /&gt;start end frames of a shot or a move that you want to focus on&lt;br /&gt;ability to hide everything but that part of the animation, focus GE on that part and so on&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- easy and convenient set start and end time for timeline&lt;/span&gt;&lt;br /&gt;thats something that you need ultra often and you always have to double klick some textfield and enter values. why does no software support (use current frame for start of range/end of range. with hotkey like shift left arrow/right arrow)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- quickly copy keys and poses in Graph editor and timeline&lt;/span&gt;&lt;br /&gt;3dstuidomax has this cool thing where you just have to shift drag a keyframe and it will copy it to where you drag it&lt;br /&gt;since you do that a lot in animation&lt;br /&gt;that saves you the akward strg c strg v thing&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- local global gimbal (rot trans)&lt;/span&gt;&lt;br /&gt;only gimbal will tell you what you are actually changing (in the graph editor)&lt;br /&gt;only local on trans (depending on app) will show you what the app will do under the hood&lt;br /&gt;easy way to switch it&lt;br /&gt;quick way to see what you are using right now&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- well copied features from other packages/plugins&lt;/span&gt;&lt;br /&gt;I prefer well copied features over brand new ueber features ANY time.&lt;br /&gt;In the end its about workflow and usability, and that something that only Animators can say/see while working on a pruduction shot.&lt;br /&gt;Devs should check out how features work or dont work in other apps and then incorparating them in your own app.&lt;br /&gt;I think ambitious developers are sometimes afraid of shamelessly copying features.&lt;br /&gt;please ! don't giveashh..&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;- graph editor having a way to tell what which courve is &lt;/span&gt;&lt;br /&gt;sometimes you select the whole character&lt;br /&gt;and you see a weired courve and you cant really tell which object it belongs to&lt;br /&gt;you have to slowly scroll down a huge list and look very closely to find it&lt;br /&gt;&lt;br /&gt;to be expanded . . .&lt;br /&gt;please add your thoughts on functions that should be embedded in current animation applications.&lt;br /&gt;there is still a lot to improove from the usability point of view&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2412236686498494633-8855719920738559648?l=thinkanimation.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/8855719920738559648/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2412236686498494633&amp;postID=8855719920738559648' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/8855719920738559648'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/8855719920738559648'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/2007/07/what-i-would-like-to-have-from.html' title='what i would like to have from an animation tool'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2412236686498494633.post-8639723392695279458</id><published>2007-03-30T08:51:00.005-07:00</published><updated>2007-04-01T04:53:39.469-07:00</updated><title type='text'>shuttle xpress - animators friend ?</title><content type='html'>i just got myself one of these:&lt;br /&gt;&lt;img src="http://kris.core.at/media/pix/posted/shuttlexpress.jpg" border="0"&gt;&lt;br /&gt;you can assign every sort of keystrokes with it&lt;br /&gt;unfortunately it doesnt do two buttons at once (like the wacom)&lt;br /&gt;&lt;a href="http://kris.core.at/media/pix/posted/shuttlemen.jpg"&gt;check the settings window&lt;/a&gt;&lt;br /&gt;5 buttons&lt;br /&gt;15 states "jogring" (neutral, 7 left, 7 right)&lt;br /&gt;endless jogwheel in both directions&lt;br /&gt;&lt;br /&gt;in quicktime i am now able to very very conveniently check out my playblasts&lt;br /&gt;forward backward in various speeds&lt;br /&gt;frame by frame with the jogwheel&lt;br /&gt;&lt;br /&gt;in maya i can do the same&lt;br /&gt;but unfortunately maya sort of "stores" the frames you change&lt;br /&gt;so you if you rotate it faster than maya can display the frames&lt;br /&gt;maya sort of plays catch up with you&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2412236686498494633-8639723392695279458?l=thinkanimation.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/8639723392695279458/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2412236686498494633&amp;postID=8639723392695279458' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/8639723392695279458'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/8639723392695279458'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/2007/03/shuttle-xpress-animators-friend_9914.html' title='shuttle xpress - animators friend ?'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2412236686498494633.post-5373050956223839539</id><published>2007-03-17T13:29:00.000-07:00</published><updated>2009-02-13T05:56:31.281-08:00</updated><title type='text'>how to avoid gimbal lock in rigging</title><content type='html'>&lt;span class="Apple-style-span" style="font-weight: bold;"&gt;&lt;span class="Apple-style-span"  style="font-size:large;"&gt;Gimbal is a major pain in the rear . . .&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;. . . everybody knows that.&lt;br /&gt;even if you animate in gimbal (set rotation tool to gimbal) you often have problems with it&lt;br /&gt;&lt;br /&gt;"Gimbal" or "Euler" is how most 3d packages "think" about rotation values&lt;br /&gt;it is a hierarchical system with &lt;span class="Apple-style-span" style="font-weight: bold;"&gt;rotation orders&lt;/span&gt;&lt;br /&gt;the default rotation order is usually ZYX&lt;br /&gt;If you Rotate in Z: X and Y rotate with it&lt;br /&gt;If you Rotate in Y: X rotates with it but Z stays where it is&lt;br /&gt;If you Rotate in X: Y and Z stay how they are&lt;div&gt;&lt;br /&gt;&lt;div&gt;&lt;a href="http://kris.core.at/media/vid/posted/gimbal.mov"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 200px; height: 182px;" src="http://1.bp.blogspot.com/_kbl1911x65U/SZV2BoGPNiI/AAAAAAAAAXw/UZo7igYRL7k/s200/Picture+5.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5302273906614154786" /&gt;&lt;- check it out&lt;/a&gt;&lt;div&gt;&lt;br /&gt;this is what happens under the hood when you have gimbal lock (ZYX)&lt;br /&gt;maya does not know what axis you want to rotate when X and Z are overlaying&lt;br /&gt;&lt;br /&gt;You can set the rotation order in the attribute editor&lt;br /&gt;XYZ YXZ . . . .&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The only thing that causes Gimbal Lock is the &lt;span style="font-weight:bold;"&gt;second&lt;/span&gt; axis&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;a href="http://kris.core.at/media/vid/posted/gimbal2.mov"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 200px; height: 108px;" src="http://1.bp.blogspot.com/_kbl1911x65U/SZV3qLvB2xI/AAAAAAAAAYA/-ApGf64ff94/s200/Picture+8.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5302275702886882066" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;a href="http://kris.core.at/media/vid/posted/gimbal2.mov"&gt;&lt;/a&gt;&lt;div&gt;&lt;a href="http://kris.core.at/media/vid/posted/gimbal2.mov"&gt;here&lt;/a&gt; is another video i did in XSI which nicely explains it for visual people.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;This means for rigging in Maya or other Euler based apps:&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;DO NOT PUT THE Middle AXIS WHERE THERE IS MUCH MOVEMENT&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;2nd rotation BAD&lt;br /&gt;1st or 3rd rotation GOOD&lt;/span&gt;&lt;br /&gt;Put the middle rotation where there is little movement&lt;br /&gt;&lt;br /&gt;For example a Head usually rotates a lot in Y (global axis)&lt;br /&gt;it would be a good thing to make the rig that it does NOT use XYZ or ZYX order&lt;br /&gt;best would be Y as THIRD (zxY, xzY)&lt;br /&gt;and the "look up down" via 1st (since thats the second most used one)&lt;br /&gt;use the middle axis for "left right tilt" since thats the least important one of those three&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;also you can change the rotation order as an animator &lt;/span&gt;&lt;br /&gt;before you start animating&lt;br /&gt;think about what your most and least used axis are going to be&lt;br /&gt;then change the rotation order in the attribute editor&lt;br /&gt;use the third one for most used&lt;br /&gt;the middle one for least used&lt;br /&gt;231 (1 most used, 3 least used)&lt;br /&gt;&lt;br /&gt;once you have already animated your char and run into problems:&lt;br /&gt;1.try GE ---Curves --- Euler filter&lt;br /&gt;2.zooChangeRoo from the zootoolbox www.macaronikazoo.com&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;other apps allow keying the rotation order out of the box&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2412236686498494633-5373050956223839539?l=thinkanimation.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/5373050956223839539/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2412236686498494633&amp;postID=5373050956223839539' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/5373050956223839539'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/5373050956223839539'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/2007/03/maya-rigging-gimbal-big-no-no.html' title='how to avoid gimbal lock in rigging'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_kbl1911x65U/SZV2BoGPNiI/AAAAAAAAAXw/UZo7igYRL7k/s72-c/Picture+5.jpg' height='72' width='72'/><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2412236686498494633.post-5292333070681290091</id><published>2007-03-08T11:36:00.000-08:00</published><updated>2008-03-09T11:43:54.849-07:00</updated><title type='text'>frame counter in quicktime or maya</title><content type='html'>&lt;span style="font-weight: bold;"&gt;having a frame counter in your video is essential for animators&lt;/span&gt;&lt;br /&gt;thats the only way anybody can tell you the frame he is giving you feedback on&lt;br /&gt;or you can remember what frame has issues&lt;br /&gt;&lt;br /&gt;there are three ways to do that &lt;span style="font-weight: bold;"&gt;in quicktime&lt;/span&gt;&lt;br /&gt;xml script - &lt;a href="http://kris.core.at/media/other/posted/qttimecode1.txt"&gt;link&lt;/a&gt;&lt;br /&gt;video overlay - &lt;a href="http://kris.core.at/media/other/posted/qttimecode2.txt"&gt;link&lt;/a&gt;&lt;br /&gt;just rightclick on time - since version 7 - &lt;a href="http://www.3dfiggins.com/scrap/framecounterQT.jpg"&gt;link&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;there are two ways to do that&lt;span style="font-weight: bold;"&gt; in maya&lt;/span&gt;&lt;br /&gt;1) import/reference this file - &lt;a href="http://kris.core.at/media/other/posted/counter.mb"&gt;link&lt;/a&gt; by passionfly.com&lt;br /&gt;2) type this in the mel textfield:&lt;br /&gt;switch on&lt;br /&gt;&lt;span style="color: rgb(192, 192, 192);font-size:85%;" &gt;headsUpDisplay -section 5 -block 1 -blockSize "small" -dfs "large" -ao 1 -l frame -command "currentTime -q" -atr HUDFrameCount;&lt;/span&gt;&lt;br /&gt;switch off&lt;br /&gt;&lt;span style="color: rgb(192, 192, 192);font-size:85%;" &gt;headsUpDisplay -rem HUDFrameCount;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2412236686498494633-5292333070681290091?l=thinkanimation.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/5292333070681290091/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2412236686498494633&amp;postID=5292333070681290091' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/5292333070681290091'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/5292333070681290091'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/2007/03/frame-counter-in-quicktime.html' title='frame counter in quicktime or maya'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2412236686498494633.post-730828365040726106</id><published>2007-03-03T05:04:00.000-08:00</published><updated>2007-05-11T05:15:31.090-07:00</updated><title type='text'>60fps, pocket size, video reference recorder</title><content type='html'>i finally got my girlfriends canon ixus50 (powershot sd400) repaired&lt;br /&gt;its an ordinary pocket sized digicam &lt;a href="http://kris.core.at/media/pix/posted/ixus50front.jpg"&gt;front&lt;/a&gt; . &lt;a href="http://kris.core.at/media/pix/posted/ixus50back.jpg"&gt;back&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;BUT&lt;/span&gt;&lt;br /&gt;it can do 60fps&lt;br /&gt;which is very nice once you have to film reference for a quick move&lt;br /&gt;you will have a lot clearer images with less "smear" on the 60fps one&lt;br /&gt;&lt;br /&gt;check the two vids and frame by frame them &lt;a href="http://kris.core.at/media/vid/posted/30fps.mov"&gt;30fps big&lt;/a&gt; . &lt;a href="http://kris.core.at/media/vid/posted/60fps.mov"&gt;60fps med&lt;/a&gt;&lt;br /&gt;unfortunately it cant do 60fps in 640x480 &lt;br /&gt;so you will have to live with 320*240&lt;br /&gt;which is good enough for video reference though&lt;br /&gt;&lt;br /&gt;the video file is saved as a series of jpg images in an avi file&lt;br /&gt;so its quite large compared to a sorensen3 file&lt;br /&gt;but it opens in every player - like quicktime&lt;br /&gt;&lt;br /&gt;great feature: you can frame by frame &lt;span style="font-weight:bold;"&gt;on the camera&lt;/span&gt; nicely&lt;br /&gt;also that you can just open the file on the computer without the usual camcorder import via premiere or final cut&lt;br /&gt;and you can even get a &lt;a href="http://search.ebay.at/weitwinkel-ixus-50"&gt;wide angle clip on on ebay&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;this particular model is pretty old so you probably get it for real cheap&lt;br /&gt;&lt;br /&gt;there are newer versions of the ixus line&lt;br /&gt;but they still wont give you 60fps in 640x480&lt;br /&gt;i am shure they have other advantages though&lt;br /&gt;like wlan connectivity, usb2, better compression . . .&lt;br /&gt;just make shure they can do 60fps (not every canon ixus can do that)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2412236686498494633-730828365040726106?l=thinkanimation.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/730828365040726106/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2412236686498494633&amp;postID=730828365040726106' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/730828365040726106'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/730828365040726106'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/2007/03/60fps-video-in-your-pocket.html' title='60fps, pocket size, video reference recorder'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2412236686498494633.post-6876840398354227414</id><published>2007-03-02T10:08:00.000-08:00</published><updated>2008-05-31T22:53:26.569-07:00</updated><title type='text'>quicktime - animators best friend</title><content type='html'>i often see people uploading anims as xvid or divx in a rar file&lt;br /&gt;thats ultra cumbersome and has a lot of disadvantages compared to&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;quicktime is THE video tool for animators&lt;/span&gt;&lt;br /&gt;its pretty much the only video tool out there that lets you&lt;br /&gt;- loop seamlessly&lt;br /&gt;- frame by frame the animation (back and forth)&lt;br /&gt;- play and loop selected segment only&lt;br /&gt;- loads of plugins to support differnt video formats&lt;br /&gt;- frame by frame on DVDs (with the mpeg2 component)&lt;br /&gt;&lt;br /&gt;- basic video file editing functionality &lt;span style="font-size:78%;"&gt;&lt;br /&gt;(&lt;/span&gt;&lt;span style="font-size:78%;"&gt;cutting, copy paste segments, overlay 2 vids(adding frame count))&lt;/span&gt;&lt;br /&gt;- export to pretty much every format - small filesize&lt;br /&gt;&lt;br /&gt;but there are some things that are still not perfect&lt;br /&gt;like resizing you always need a calc to downsize it proportionally&lt;br /&gt;cant just say 480 pixels wide and it does the rest&lt;br /&gt;&lt;br /&gt;pc version is compared to the mac version rather inferior&lt;br /&gt;like no batch export&lt;br /&gt;crashing (at least on my pc)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;when exporting the animation for web i would suggest&lt;/span&gt;&lt;br /&gt;sorensen 3 - 50% quality&lt;br /&gt;AAC 32.000khz mono 32kbit/s&lt;br /&gt;streamable&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;that will result in&lt;/span&gt;&lt;br /&gt;very small filesize&lt;br /&gt;very fast export&lt;br /&gt;very good frame by frame performance (h264 is slow frame by framing backwards)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;if you want the file to be ultra compatible&lt;/span&gt; (showreel)&lt;br /&gt;mpg 2 is the very best option&lt;br /&gt;there is a mpg2 plugin for quicktime (mpeg2 component)&lt;br /&gt;a lot of companies wont allow people to install codecs or video apps&lt;br /&gt;an mpeg 2 video file though can be opened on pretty much EVERY computer on this planet&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2412236686498494633-6876840398354227414?l=thinkanimation.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thinkanimation.blogspot.com/feeds/6876840398354227414/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=2412236686498494633&amp;postID=6876840398354227414' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/6876840398354227414'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2412236686498494633/posts/default/6876840398354227414'/><link rel='alternate' type='text/html' href='http://thinkanimation.blogspot.com/2007/03/quicktime-animators-best-friend.html' title='quicktime - animators best friend'/><author><name>Kris Staber</name><uri>http://www.blogger.com/profile/11978702031537875185</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://kris.core.at/schneemandal.jpg'/></author><thr:total>0</thr:total></entry></feed>
