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TOPIC: Curves on Rotation of 3D-DVE [feature]

Curves on Rotation of 3D-DVE [feature] 2 months, 2 weeks ago #194215

  • hugly
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With 3D-DVE in Graphs mode, it appears that switching segments of the graph between 'linear' and 'curve' using <Ctrl>+<click> doesn't work on Rotation. Curved segments create a more 'natural' look than a set of linear segments created with multiple keyframes to approximate a curve, unless many keyframes are used, which is time consuming and difficult to adjust, if corrections are needed.

Please consider adding switching to non-linear graphs with <Ctrl>+<click> to Rotation of 3D-DVE.
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Re: Curves on Rotation of 3D-DVE [feature] 2 months, 2 weeks ago #194218

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Update.

I've just discovered that this is not always the case. Sometime creating the curve works, sometimes it doesn't. Don't know why yet, but I think I'll find out. Might take a while.
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Re: Curves on Rotation of 3D-DVE [feature] 2 months, 2 weeks ago #194222

  • RWAV
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Seems it always needs at least 2 intermediate nodes??

Otherwise it behaves exactly like rotation in Fusion

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Re: Curves on Rotation of 3D-DVE [feature] 2 months, 2 weeks ago #194226

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Yes, could be. The number of keyframes appears to influence the behaviour, but also the position of already placed curves, if multiple keyframes are present, and when clicking on a horizontal linear segment, the curve is applied to next neighbour(s). It seems to depend on the form of next neighbour as well.

Something is already there to work with. I'm still trying to understand the rules behind.
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Keyframing on 3D-DVE for controlled rotation [feature] 2 months, 2 weeks ago #194231

  • hugly
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I find it extremely hard to adjust keyframes for controlled rotation with 3D-DVE. It works somehow, but it takes too long. I think the existing controls aren't well suited for beginner and too time consuming for experienced users.

Please consider dropping the 'revolutions' multiplicator and replacing by 'continuous rotation', one revolution 360 degrees, two 720, and so on. Negativ values would be valid and displayed and allowed to key-in. Starting from any value, a positive gradient between two subsequent keyframes would represent clockwise rotation, a negative gradient counter clockwise. Beside of entry with the keyboard and knobs, all possible values should be adjustable in graph mode by dragging keyframes, without switching panels or keying-in values.
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Last Edit: 2 months, 2 weeks ago by hugly.

Re: Keyframing on 3D-DVE for controlled rotation [feature] 2 months, 2 weeks ago #194236

  • RWAV
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There are no issues with rotation keyframing it works as other all keyframes.

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Yes, there is a learning curve with keyframing in general. LW is professional level software made available for free to completely inexperienced users. It is the users who will develop their skills over time if they persist and learn, LW does not have to cleave into two streams.

Thank you for pointing out your difficulties. It is up to the LW developers and product managers to respond as they see fit, typically if action is needed the developers come up with surprisingly good solutions. Perhaps it is somewhat presumptuous for users to tell them how to suck eggs.

On the matter of smooth/linear curves for rotation - it does seem that in operation they do behave as expected but certainly computer screen resolution or graph image size do need to be considered when assessing this function. I will take another look at what seems to be a 'two-node minimum for smooth to operate' behaviour.

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There is no need for two rotation keyframing topics - will combine them to help users see the full dsicussion in a single place.
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Last Edit: 2 months, 2 weeks ago by RWAV.

Re: Keyframing on 3D-DVE for controlled rotation [feature] 2 months, 2 weeks ago #194239

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No problem at all making a rotation with a smooth curve at both ends or either end

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But there is a prerequisite - a 'real' keyframe has to be placed over the default head/tail automatic/special/marker/keyframe

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Don't know - but perhaps this may also present as a prerequisite for other VFX. Please keep it in mind.
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Last Edit: 2 months, 2 weeks ago by RWAV.

Re: Keyframing on 3D-DVE for controlled rotation [feature] 2 months, 2 weeks ago #194244

  • hugly
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User RWAV has a different opinion. That happens.

Just to clarify, a feature request isn't criticism, but sharing ideas. Bug reports aren't criticism either, but sharing observations of apparently unexpected behaviour - both with the intention to improve the software.

Moderator RWAV has joined two threads with two different feature requests without notifying the public.

I think designers will see the difference.
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Last Edit: 2 months, 2 weeks ago by hugly.

Re: Keyframing on 3D-DVE for controlled rotation [feature] 2 months, 2 weeks ago #194253

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Just to clarify, a feature request isn't criticism, but sharing ideas. Bug reports aren't criticism either, but sharing observations of apparently unexpected behaviour - both with the intention to improve the software.
To further clarify, at times there are flawed 'bug' reports which are incorrectly observed; and 'feature' requests, which for software like LW with a uniquely extremely broad user base, are too narrowly focussed and might even border on hectoring rather than sharing.

In such cases there is never criticism but there must always be opportunity for correction - whether that is offered graciously or, in the broader interest, must simply be taken.
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Re: Keyframing on 3D-DVE for controlled rotation [feature] 2 months, 2 weeks ago #194254

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Sure.
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Re: Keyframing on 3D-DVE for controlled rotation [feature] 2 months, 2 weeks ago #194265

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You're welcome
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Re: Keyframing on 3D-DVE for controlled rotation [feature] 2 months, 2 weeks ago #194281

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As bottomline for me here: I would truly appreciate if moderator RWAV, obviously driven by the opinion of user RWAV, would not mix feature requests with different content by joining.

For those who missed it:

hugly wrote:
Please consider dropping the 'revolutions' multiplicator and replacing by 'continuous rotation', one revolution 360 degrees, two 720, and so on. Negativ values would be valid and displayed and allowed to key-in. Starting from any value, a positive gradient between two subsequent keyframes would represent clockwise rotation, a negative gradient counter clockwise. Beside of entry with the keyboard and knobs, all possible values should be adjustable in graph mode by dragging keyframes, without switching panels or keying-in values.
It's better to travel well than to arrive...

Re: Keyframing on 3D-DVE for controlled rotation [feature] 2 months, 2 weeks ago #194284

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Both referred to key-framing/settings for 3D DVE rotation and sit very neatly together in one topic.

There have been numerous instances, some very recent, of users posting multiple topics for related matters making it very difficult for interested users to keep track of the total subject and all points of view. In future more attention may be given to earlier consolidating of topics in such instances.

Would be very happy to rename the topic in question if that would please.
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Re: Keyframing on 3D-DVE for controlled rotation [feature] 2 months, 1 week ago #194341

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Sorry for the delay, have now had the time to look at 3D DVE rotation using the multiplier feature.

This is what I found. Please note that in the tests both the start and end positions are 'custom', not 0 degrees to 0 degrees, and that the 'Whole turns' multiplier has been used to produce the multiple revolutions. It is an easy to use brilliant feature.

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User hugly seems to have embarked on another fevered bout of unjustifiable negativity towards LW VFX. The principal proposition to remove the 'Whole turns' in no less that wanton destruction of an excellent feature; the user's rant acknowledges the relationship between rotation and rotation directs so there is no need for +/- entries; the proposal to key in a number being the calculated total sum of rotation degrees as replacement for 'Whole turns' is simply bizarre; the rotation parameters already allow for very accurate setting of both start and end rotation points.

Both matters raised by the user and now presented in this single thread have been easily dismissed by the simple process of using available features and competent LW VFX manipulation.

User hugly has on more than a single occasion proclaimed that the LW VFX engine should be abandoned and rebuilt from scratch - that is a clear and recurring hostility towards LW VFX.

Acts of unjustified negativity can be be embedded in may many forms, including in destructive 'feature requests' implicitly alleging LW VFX faults.

In the given circumstances the user might be best advised to consider refraining from any further contributions to LW VFX discussion.
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