Just some clarifications...
Rasheed wrote:
[...] a motion curve in another vector layer [...]
Is isn't required that the curve be in another layer. I just do it to keep organized.
Rasheed wrote:
[...] Next you use "CC: Splat Layer Keyframes Interpolation Settings" to set the keys' interpolation type to step.
You only need to do this if you want stepped animation (e.g. "on twos"). If you want interpolated motion you can skip this step.
Rasheed wrote:
If you haven't done so already, I envite you to download the Crashcore scripts from the script forum (see this thread).
I'm glad the scripts are useful enough that you would encourage others to try them!
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The following description was in a thread in the Bug Reports forum (Here:
http://www.lostmarble.com/forum/viewtop ... 75&start=0) but I'm moving it here since it's more of a "tip" and is exactly what Rasheed is describing.
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You should also check out the thread on squash and stretch (Here:
http://www.lostmarble.com/forum/viewtopic.php?t=2098) which has another good example by Rasheed using the modified scale tool
Part One - Ball Bounce Timing
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I have a ball and I already know the motion path I want it to travel along. It looks like this:
macton wrote:
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I want to emulate the effects of gravity while at the same time making sure the most important frames are rendered. The frames I want look like this:
macton wrote:
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I create three layers:
macton wrote:
1. A "Motion Curve" layer to hold the curve I want the ball to move along.
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The points on the curve correspond to the frames I want to render.
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2. A "Key Markers" layer to help me visualize the frames.
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3. A "Ball" layer
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I select the "Motion Curve" layer.
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I select the curve.
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I use the "CC: Copy Selected Curve" script.
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I select the "Ball" layer.
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I select all the points in the ball shape.
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I use the "CC: Paste Curve to Points Position" script
macton wrote:
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Start Frame: I want the animation to begin at frame 1
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Step By: I want a keyframe every two frames
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Normalize Curve: I do
not want to normalize the curve. "Normalize Curve" means to create "Key Count" number of keyframes at uniform distances across the curve. I want to just use the points on the curve, so I will leave this unchecked.
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Rotate to Face Curve: The ball is a circle, I wouldn't see the rotation so I don't care about it here.
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Position Offset: I want the shape centered on the curve, so I set the offset to X=0 Y=0 (i.e. Do not offset)
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Keyframes for the points have now been generated.
macton wrote:
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By default the interpolation is smooth and looks like this:
macton wrote:
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I want the animation to step "on twos". I'm mostly there at this point since I have the keyframes in the right places but I need to change the interpolation method for all the keyframes to "STEP". To do this quickly,
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I select the "Ball" layer
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I use the "CC: Splat Layer Keyframe Interpolation Settings" script.
macton wrote:
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Interpolation Mode: Step is what I want
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Source First Frame / Last Frame: I want the whole animation
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Only Apply to Selected Layer: I don't want to change any other layers
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Vector Layers -> AnimPos: These are the keyframes I want to change
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Now the animation is only updated every other frame
macton wrote:
On twos: (Although it's a little hard to see in the GIF animation)
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Here's the final flash animation:
http://crashcore.com/public/moho/exampl ... rt_one.swf
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Here's the final moho file:
http://crashcore.com/public/moho/exampl ... t_one.moho (You are welcome to use this Moho file for any purpose.)
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The scripts mentioned above can be found here:
http://www.lostmarble.com/forum/viewtopic.php?t=2448