Sometimes when i complete one animation (like this simple example on the right) i want to make group with all objects and assign a new animation (like rotating all animated ebjects from one pivot)
I suggest you take a look at some tutorial videos on Bongoâs website:
Then for your second question; you can make all the object child of a point object (a âproxyâ) and apply some animation (e.g. rotation) to it. The children will rotate along.
Any more question later, just come back again. Good luck.
Assuming you want the geometry to rotate clockwise, this is howto, step by step:
First, insert a Point in the corner where you want the geometry to rotate. Like so:
Then click âSelect Childrenâ icon to select the geometry you want to turn with the Point when the Point rotates (for the next geometry, further below, we do the same thing, but with a Bongo command instead) :
Look at the command line (it asks for objects to be selected). Select the geometry and confirm :
This results in that the Point (Object 5) has two âchildrenâ (Object 3 and 6), like so :
Now do the same thing with the other geometry as you did above, but this time using a Bongo command instead. Click the button âProxy Pointâ (itâs just a regular Point, but with a âSelect Childrenâ-command line automatically following) :
Now you can insert a point. Put it in the upper right corner of the geometry :
Then look at the Command line, which is asking you to âSelect Childrenâ. Select the lower geometry that should âbelongâ to this point :
Move that last Point on top of the first Point (near the mouse pointer in the picture). The geometry will move along when you move the point :
. Notice that the position of the geometry in the following pictures changes AFTER you enter the following values (I took the screenshots AFTER entering the rotation degrees).
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Now you should activate the âAnimateâ button on the right side of the Timeline and move the slider to the end position, Select the first Point (Object 5), then click the âRotateâ icon (to the left of the X, Y and Z fields), and fill in the value -180 degrees in the Z field :
At last, select the the second Point (Object 7) and make sure the âRotateâ icon is selected, and enter the value 90 degree for the Z field :
Now you execute the animation and it should work.
You may have to start by âcleaningâ up all former keyframes in order to get a fresh start following this instruction.
Letâs say i have an animation that 100 ticks long.
When i render i want to add reverse version (like a door opening and closing)
So basicly i want to have a video 200 ticks long.
To do that i tried 2 methods.
1 - Create âopeningâ video and used online video reversers and add âclosingâ to video (i am losing video quality and itâs a long process)
2 - After the rendering i copied all ticks BMP files and rename them backwards 101 102âŚand Re-encode video (also too long)
Just prolong the timeline and move the slider to tick 200, and there you enter 0 degree for the same two objects which you earlier entered -180 and 90 degrees respectively. This will cause the objects to rotate back to the starting positions again (The start values were 0 degrees in both cases).
Dear Rolf, door is just and example. If itâs just a door i can make rotate back animation. Letâs say at opening part i have very complicated door locking mechanism animation in first 100 ticks and i dont want to make reverse animations for too many objects.
Sometimes there are different ways to achieve the same thing, but if you need to animate specific independent movements, those movements wonât happen unless you explicitly specify those specific independent movements. Only you would know what you want to happen in the animation.
Having said that, it wouldnât be bad idea if Bongo had an option where it would try guessing how to bring the objects of an animation back to the same state as they had when the animation started. But when you think about it (regarding also other cases than doors), such an option still wouldnât always do what you want anyway.
For example, should the animation continue a movement making a full circle, or reverse back to the starting point along the same path? (this is not a given, and not all cases represent doors that swing back and forth). Sometimes it would make sense only to proceed along a path that continues in the same traveling direction, while in other cases the opposite would be required, namely reversing back to the starting position along the path already traveled.
Not so much for Oguzâs sake, but for all newcomers who may stumble across this discussion, my Bongo pride compels me to clarify that - although Rolf mini-tutorial results in a working mechanism â linking objects in a Forward Kinetics structure is being far less complicated than that.
Align the object in their correct mutual starting position (using Rhinoâs Move).
Make the circle child of the middle rectangle (âObject 3â in the model), using the BongoSelectChildren command. The circle will automatically be named âObject 5â .
Make middle rectangle child of the first (âObject 4â in the model). Now there is a hierarchical chain of the 3 objects
Move the pivot of the middle rectangle to the appropriate place (where the âpivotingâ is to take place).
And thatâs that. simple 001.3dm (212.4 KB)
All existing keyframes can serve to perform the desired Forward Kinetics.
There is absolutely no need for proxy-points. Proxy.3dm (63.3 KB) shows a proper use of a proxy.
Regarding the reversing: I made two entries on the wish list.
A BongoMirrorKeyframe - similar to BongoMoveKeyframe - making it possible to mirror (whether or not with copy) a selection of keyframes about a certain tick.
An option in Bongoâs Render Animation dialog enabling backward rendering (and even âforward, then backwardâ)
A wish for running the rendered frames in a âbackwards orderâ in Bongoâs Video Encoder was already on the list.