I think about the Rhino animations tools and found, that the current tools are very limited. A fly through based on defined camera positions isn’t possible. The Enscape team created a tool limited for Enscape. It could be great, if there would be a Rhino tool available for all engines (Cycle, Vray, Octane, Rhino display, …).
Attached a screenshot for illustration. Following basic functions would be useful:
camera path
defining cameras at the path (position, lens length, direction)
time line to adjust the relation between time and camera position (drag&drop of the key frame markers)
Per Bongo this kind of fly through isn’t possible. It could be great, if the new fly through tool would be independent from Bongo, so that architects and interior designers don’t need to buy Bongo for this little task. (Maybe the functionality could be used for the next Bongo too, so that advanced fly throughs in combination with moving objects are possible.)
I am in total agreement. I can’t think of the number of times I’ve wished for a good fly through animation tool in Rhino. I’ve been a adherent to Flamingo and have created some reasonable animations like helicopter fly overs, but every time I’ve tried a fly through one of the interiors of my yacht design, it’s been a disaster. So many 3D programs these days offer that sort of ability. Cycles is a good improvement, but it’s a half step. I’m on board with your wish for an updated animation tool in Rhino. Go for it, make 'em do it! Cheers, Rob
The kernel of the problem is that we have a fly through tool based on two curves only. But if the camera target is on a path, it’s difficult or impossible to get the needed, defined camera views. Also it’s a problem to get the needed views at the right time.
I think one way to use that tool is to make both lines identical in length.
I have done this via grasshopper and it gives nice results. for what you wrote maybe it would be best to make
a set of dot couples , one for the camera target and one for the path. then use grasshopper to make two equally lengthed curves. Good luck. Noam
@camelworks Equal length wouldn’t help in any case. For example your camera fly a straight line and looks to left and right and back and forward. So, the target and the source curves have a different length and it’s fine. But it’s a problem that we have a fixed relation between both curves - the camera will be at x% at both curves always. But the user don’t need a fix relation during the whole animation. That’s the reason why two-curve-fly troughs are so difficult to use.
Hmm, the Bongo curve editor should allow you to manage the location and target animation pretty easily. With both paths visualized in the viewport it should give you pretty much everything you need? Or what am I missing?
Ive never used bongo. What i did do is make the base curve. Cut it from one side with point on curve and split. Then flip the point location. That wey the camera is “behind” the target for the ride. Then i move the camera target up or down and out for more intreset. Do this gently so as the curve isn’t going in one direction. Does bongo have a grasshopper plugin?
Ok. One question : do you know if the camera speed is just the length of the curve or does the complexity of the curve matter? It there a way to mesure curve complexity ( like you see in analysing a curve that could be compared numerically and then equalised?
In Bongo the speed depends on the length of the curve interpolated between two keyframes. That means that two keyframes temporally close together will have the camera travel faster over the same distance than when two keyframes are farther apart. Either less time for the same distance, or more…
The curve editor I refer to shows the curves for the keyframed location for instance - this means three curves are shown, one for each component X, Y and Z. Here you can see visually how fast or slow changes are. The path visualization in the viewport does not show this.
Here an example of the disadvantage of the two-curve control - it’s not possible to slow down the movement on the target curve so that the camera keep the red box in the focus.
@nathanletwory Thank you for your hints. I tried a Bongo View-to-View animation in depth now. After I disabled spherical tweening it looks quite good. I enabled the visibility of the paths and camera position points. I miss a possibility to adjust the run of the paths. A manual control of the interpolated paths between the cameras would be a great feature here.
Nathan, what do you think is needed if @Peter.Chaushev says:
V-Ray should be able to cover any standard animation API which can provide interpolated scene data for every frame in advance.
In the case of Bongo, imagine animation as a sequence of standalone scenes, each one providing data only about its current scene state, in contrast to having a single scene with interpolated data for transformations and other plugin changes for each frame.
V-Ray render each Bongo frame as a unique still scene. This is the reason Bongo animations rendered in V-Ray lack some features, such as motion blur.
Could it be possible to get the Bongo data ready for VfR?
@lars knows best what is possible, but my understanding is that Bongo SDK is able to give motion vectors for simple object transforms. I know Brazil is supposed to support motion blur through Bongo.