LDCad 1.7 interactive animation teaser/demo


LDCad 1.7 interactive animation teaser/demo
#1
Just wanted to show/share the very first working interactive animation inside LDCad 1.7 Alpha 2

https://youtu.be/el74hHfufP4

I've been wanting to do this kind of thing for awhile now, it motivated the 1.7 version, so I'm very happy with it Smile

Any comments, ideas for animations etc are welcome.
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RE: LDCad 1.7 interactive animation teaser/demo
#2
(2021-07-27, 22:14)Roland Melkert Wrote: Just wanted to show/share the very first working interactive animation inside LDCad 1.7 Alpha 2

https://youtu.be/el74hHfufP4

I've been wanting to do this kind of thing for awhile now, it motivated the 1.7 version, so I'm very happy with it Smile

Any comments, ideas for animations etc are welcome.

HeartExclamation
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RE: LDCad 1.7 interactive animation teaser/demo
#3
(2021-07-27, 22:14)Roland Melkert Wrote: <snip>

Any comments, ideas for animations etc are welcome.

Cribbing one of your own samples, having a 360 degree rotation of a model would be a helpful "out-of-the-box" animation.

It would be handy if the sample script could be tweaked slightly. As the sample is currently written, the line

Code:
local ref=ldc.subfile():getRef(1)

will rotate the first object. While I can modify my model to create a sub-file which contains all my top-level objects, and hence the rotation script rotates the whole model, it would be nice if the rotation could be applied at the top-level without having to create the sub-file.

The 360 animation is helpful for creating animated GIFs (via File/Export) to better illustrate a model from all sides. It is something which Studio offers out of the box and it would be nice to have the same option available a (semi-) standard in LDCad.

Regards,

David
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RE: LDCad 1.7 interactive animation teaser/demo
#4
(2021-07-27, 22:14)Roland Melkert Wrote: Just wanted to show/share the very first working interactive animation inside LDCad 1.7 Alpha 2
https://youtu.be/el74hHfufP4
Any comments, ideas for animations etc are welcome.
Looks great... now if this kind of technique https://forums.ldraw.org/thread-24740-po...l#pid41964 could be used to generate a basic initial script...
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RE: LDCad 1.7 interactive animation teaser/demo
#5
(2021-07-28, 15:04)Philippe Hurbain Wrote: Looks great... now if this kind of technique https://forums.ldraw.org/thread-24740-po...l#pid41964 could be used to generate a basic initial script...

Yes I was thinking the same when I saw that site.

I think this is already doable in the current Alhpa2

But it would need extra information on many parts (tooth count, radius, gear type, etc)

You could hardcode that in the lua script, but it would be nicer if it somehow came from the shadow library.
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RE: LDCad 1.7 interactive animation teaser/demo
#6
(2021-07-28, 6:05)David Manley Wrote: It would be handy if the sample script could be tweaked slightly. As the sample is currently written, the line
That example is just to show how to do a simple rotation manipulation.

If you would want the whole model to rotate you would need to write a more complicated script which would loop trough all the references in the file.

(2021-07-28, 6:05)David Manley Wrote: The 360 animation is helpful for creating animated GIFs (via File/Export) to better illustrate a model from all sides. It is something which Studio offers out of the box and it would be nice to have the same option available a (semi-) standard in LDCad.
Instead of rotating all the parts it is much easier to rotate the camera instead.

There is a default script for that, accessible form the /scripts/samples/camera test menu

ps: thanks for letting me know about the typo on the above mentioned page.
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