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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
The end of the title is cut, the full title is really this

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Quote
Creating procedural animated filters VS keyframe animation with FF external tools
]

As far as I understand it, the new FF 11 STUDIO version offers you to make PROCEDURAL animations and create animated filters but is not possible to create KEYFRAME animation

What IS Procedural Animation ?

Procedural animation means that the animation is generated automatically via mathematical transformations that occur over time.
So procedural animation on FF 11 STUDIO is generated by attaching the new Animation components to adjustable parameters.

QUESTION 1 WHAT CAN YOU DO IN PROCEDURAL ANIMATION ?
It would be good to know what kind of filters you CAN create with these new Animation filter components to make a PROCEDURAL animations ?
I mean what things, settings and parameters can be animated ?

QUESTION 2 WHAT YOU CAN NOT CREATE IN A ANIMATED FILTER BECAUSE IT BELONGS TO KEYFRAME ANIMATION ?

So this one is the opposite of the above, and is what settings of the filter you are creating can NOT be animated because is not PROCEDURAL

QUESTION 3 - ARE THE ANIMATIONS CREATED WITH EXTERNAL FF TOOLS REALLY KEYFRAME ANIMATIONS ?

There are already available in the FF wiki Page some external tools that can be used to create animations but these are lĂ­mites to only MODIFIYING the values of the available filter settings

So, are these animations created considered keyframe animations ?
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emme
Posts: 718
Filters: 8
1. The animation components work just like any other FF component, so you can control any parameter you want, within the normal limitations of gray / green inputs.

2. Keyframing makes certain things more convenient to animate, but you can already achieve everything with procedural animation that you would with keyframes. One possible exeption is gray inputs, where image components can't be used, so only direct control from the animation components is currently possible.

3. Most of the external tools are basically limited to two keyframes, so you probably wouldn't call it full keyframe animation. We don't know how the FF keyframing will be implemented, but likely it would allow an arbitrary number of keyframe positions.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Thanks very much emme for answering

1 - Good to know that it works like any other component and in the same way as other with green/gray input limitation

2 - So then is possible also to make keyframe animation with procedural animation? Good but how?

I am sorry that I only have FF 11 professional and can not upgrade to Studio, so when I may download the trial of FF11 Studio when I have time to use it
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emme
Posts: 718
Filters: 8
Well, I wouldn't necessarily call it keyframe animation, since there's currently no interface for actual keyframes, but you can use the existing tools to achieve the same results. The curve editor for example can be used very similarly to a keyframe / animation graph editor.

Here is an example with a sphere animated with some random "keyframes" using the curve editor. The x / y / radius graphs are shown below.

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
emme wrote:
Here is an example with a sphere animated


Cool and well done. Thanks I will see what I can do and create something like this
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Sorry that I still have to learn more and understand better the procedural animation to be able to create things

Quote
Procedural animation means that the animation is generated automatically via mathematical transformations that occur over time. procedural animation is generated by attaching automatic modulators to the component that you want to modify and animate so you may have adjustable parameters


So you do not have to make any custom keyframe adjustment because it is all automatic by just adding the time component to what setting or value you want to animate during time.

Quote
emme wrote:
Keyframing makes certain things more convenient to animate, but you can already achieve everything with procedural animation that you would with keyframes


Please, could you be so kind to put some examples of this and know how you can convert and achieve anything that is keyframe with procedural animation

Sorry that I still has to learn the difference and how it works and admire that you are able to understand it well and this is why I am asking to the master and professional that you are

Thanks very much for any possible help and think it would be also helpful to others
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emme
Posts: 718
Filters: 8
For example, you can plug the Normalized Time into a Tone Curve, you can then use a custom Bezier Curve to drive your animation. Much like you would animate using keyframes or a graph editor. The horizontal axis is time and the vertical axis is your animated value. So if you want to animate a bouncing ball, you can draw a bouncy path using the curve editor, plug it into the Y position of an Ellipse and it will follow that path through the animation.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Thanks emme for taking the time to explain it a little and will try it as you have told and see what I can do
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
It seems that now with the new Filter Forge Animator plugin you will be also be able to make keyframe animations

You can see more information in this page shown here
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