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bridgedude

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Reply with quote  #1 
Just like trstanley's post on 12/11/2012 (and others prior to that), in every file I've set up, my keyframe animation previews show geometry moving successfully from beginning point to end position as defined during keyframing, but after Make Scenes the last step of the move is not completed. I can overcome this in most instances by moving things a defined distance, then dividing by the number of frames, then adding one additional increment of distance to the move before saving. When I Make Scenes using this technique, most of the time the geometry ends up where I want it, but not always. This can be very frustrating especially if I have multiple sets of geometry moving, and some elements go where I intended while others don't. If it failed on everything, that would be fine, since my workaround would solve the problem, but it doesn't always occur. It sure would be nice if the Make Scenes output matched the preview. Does anyone know how to fix this problem, or how to completely avoid it, once and for all? For reference, I'm running dual 6-core Intel Xeon 2.66 GHz processors with 24GB of memory and an NVIDIA Quadro 2000 1GB card, so I don't think it's my hardware. I otherwise love the program.
davew

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Reply with quote  #2 
Yeah. Hardware is not the issu since SU Animate is all a ruby script and is running inside Sketchup which is a single core, 32 bit program.
The one thing I have noticed with RenderAll that may be related is what the scene properties are set up for.  For RenderAll, the scene proprieties for every scene need to be all on.  I am wondering if this might be true for Make Scenes.

Can you check what your scene properties are with this model in question?  And let us know.

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David Wayne
bridgedude

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Reply with quote  #3 
Dave  -  I checked several models that have suffered the "final position" error after Make Scenes. All scene properties are checked on for every scene. The program apparently turns everything on for each scene by itself, since I did not manipulate any of the settings either before or after the Make Scenes step. Any other ideas? I've tried exploding the various geometries multiple times, tried copying in fresh geometry from a master file, tried eliminating simultaneous animations, all with no success at solving this issue. Thanks.
davew

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Reply with quote  #4 
The SketchUp default is to have all the scene properties on.  Darn.  I was hoping that was the reason.
I am going to have to talk to the developer specifically about this but:

1. I suspect this is a SketchUp issue with scenes.  What happens when you Make Scenes is that the model size increases exponentially due to the fact that all the moving groups/ components are copied to hidden layers by the number of scenes you have.  If you have a lot of moving parts, in Preview everything seems to be working fine but when you MakeScenes, SketchUp scenes are created with hidden layers X the number of scenes and all the copied moving objects.  So it's possible with a complex object animation that SketchUp scene program can not handle the complexity.

2.  Can you upload the model. This might help us understand.

3. What I have done as a last resort is make my viewport size = to the resolution I want and then use Camtasia to record the SU Animate preview bypassing the need to MakeScenes.
So I run the preview from tool bar and then and use Camtasia screen Record.  Then produce the screen record as a video format.  I have attached an example.

 
Attached Files
wmv truck-seavan.wmv (1018.25 KB, 13 views)


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David Wayne

bridgedude

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Reply with quote  #5 
As my project progressed, almost all groups were falling short of their intended final positions after Make Scenes, so I simply added a move increment to each group every time, which of course meant my preview animation always looked incorrect. After Make Scenes, if any group actually went further than it was supposed to, I reverted the file and simply changed that one group back to a "normal" move (without the extra increment), then did my Makes Scenes again. Even with the success of this workaround in most cases, there are still some very small errors (smaller than the move increment based on total distance divided by the number of frames) with some groups, so something else is at work here. When I move items from in view (first capture) to out-of-frame (second capture), I don't have to worry about the error as long as I move the group well out of the reach of the camera. Overall, I am quite pleased with the program, and at this point I've only used the Keyframe Animation feature.

See the finished results of my first SU Animate project, titled "Massena Lateral Bridge Slide", here:


http://www.youtube.com/user/IowaDOT

I hope others who have had similar issues may benefit from my experience and the workaround I employed. Thanks!
davew

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Reply with quote  #6 
uh.....damn!!  That's unbelievable.  You did all this.  The level of detail in animating al  these objects must have taken painfully long, long days, weeks...my god.  This is awesome. 

So, I need to get on board with trying to fix this gap between what Preview is showing and what Make Scenes in SketchUp actually delivers.

You have a work around that most people will not get to and give up.

We may have to figure out how to output without using SketchUp scenes but realizing all the other tools you have used for this animation, I could see how you really need SketchUp scenes.
So, what came first:
1. The SketchUp models-obviously,
2. Then SU Animate keyframes?
3. Then Sketchy Physics
4. The the final output image in Kerkythea?

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David Wayne
bridgedude

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Reply with quote  #7 
Dave  -  thanks for the kudos! Yeah... this took a bit of time. It was 60 hours in the modeling alone. As far as my work process, you've got it about right, except I was experimenting with SketchyPhysics as a parallel effort for the bridge demolition scene. Unlike my workflow during a previous project involving only native SU camera animation and active sections (see
), where I ran everything continuously in one file, for this project I made copies of my master file for each of roughly 42 static camera positions and just stitched the output together afterwards. When I started seeing some move failures after Make Scenes, I kept a copy of each file in its "before Make Scenes" state, as well, to protect my original setup if Revert failed. I ended up with 86 SketchUp file copies plus a bunch of master files for the project. Not exactly your average hobbyist's approach, I suspect.

I really need Make Scenes because I'd like to output more animation paths to Kerkythea on future projects. I only had time to render one animated scene in Massena Lateral Bridge Slide (the money shot of the hydraulic center jack at 02:23), for which I needed Make Scenes to export the path to KT and run a script file. I'm not sure how I could ever render anything without Make Scenes. I hope it can be fixed. Of course, if I render everything I can no longer use any active sections..... bummer. That's a great SU feature most people have never used.

On a related note: Got any ideas on how to get SketchyPhysics output rendered without having a renderer (like Twilight) inside SketchUp? Ever seen (or written) a batch file that could load each .skp file created by SP, auto-export to KT, and rewrite the .kst file to render the resulting .xml files? And, do you know how to get SP to output at higher resolution than what's visible on screen?

Cheers  -  bridgedude
davew

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Reply with quote  #8 
Hey you could use Podium V2 for your rendering and use RenderAll to render all scenes although it would take hours to do.  I could help you with it as far as computer power.  In other words, we could split up the CPU work.
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David Wayne
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