Additional motion curves

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AcouSvnt
Posts: 190
Joined: Wed Aug 04, 2004 4:14 am
Location: Rochester, NY
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Additional motion curves

Post by AcouSvnt »

How about adding a few more choices for the type of motion that can happen between two keypoints:

Accelerate (good for just before something hits something else, or falling)

Decelerate (good for something that's been pushed or launched)

"S" Move (which pulls back one frame before moving forward and then overshoots its destination the last frame before it lands on the target at the next key, good for rubberizing/exaggerating quick motions and sudden facial expressions).

If anything like these have already been added (I don't have the Windows computer booted up right now to check), then disregard.
-Keith
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kdiddy13
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Joined: Tue Aug 03, 2004 10:26 pm
Location: New Zealand
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Post by kdiddy13 »

Or even better, tangent controls on the motion curves.

Or at the very least have the choices ONLY effect the selecte keyframe, not the surrounding ones. Animating something as simple as a bouncing ball is far too complex. It should be as simple as a linear input key going to a flat tangent on the top of the bounce (ease in/out) and a linear key where the ball makes contact. As far as I can tell when you select ease it effects more than just the selected keyframe.

Of course adding tangent controls would solve all of this. The program is doing the math already, you just need to make it interactive. Even numeric input would be a HUGE improvement for people who actually want to refine their animations.
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