Blender Addon - Futurism Oscurart
The script task is to make a duplicate for each frame animatable advanced.
For example we get a result like the sculptures of Peter Hansen:
wow…thats a great effect. thanks for sharing!
edit: may i suggest you give it a name that is a little more descriptive…i for one have no idea what an Oscurart Futurism is…
how about frame duplicator or something…
will try this asap this is a really great idea.
do the clone dissapear after x frame ? that would be nice at render time too, with a gradual transparency or some frame dependant effects.
very nice.
I just downloaded the latest 2.60 build from graphicall, and it works fine now. looks great!
one problem: the ability to change the “Step” is awesome, but it doesnt really work so well…the duplicates appear ahead of the object if you set the step to anything other than 1…make it high, like 10, and you’ll see the timing is way off.
and as im writing this, im looking at it set to step 1, and even that is a little off. the duplicates appear before the object reaches that point…
I found something whether it is a bug or limitation of Blender: When I render the scene, suddenly the visibility effects no longer there, all the duplicates show up and no longer gives the effect of appearing when I scrub the timline.
(Blender visibility on and off is always a weird one.)
Would it be possible to re-edit the effect once it’s created? Or it is a once-off?
Like littleneo mentioned, instead of just appearing, it would be nice do make the futurism duplicates effect disappears after a period of time.
There is also potential to have “echo effects”, to influence not just on-off visibility in the viewport, but affecting scale when it appears and disappear (fading)?
Thanks! In the mean time, I will play around with this script.
Cheers for your fast reply and solution. Interesting script to wake up sleepy driver.
I actually don’t understand driver that much inside Blender, but it’s definitely useful.
By the way, there is this hack that I use to hide objects, but it’s a little bit tricky. Basically I will apply Mask Modifier, and then group the vertex I want to hide. Unless Blender has easier way to hide object (from viewport and as well from render), that hack can be used.
Fading via Shader, this also something to consider, although in 3D it’s not so natural to do.
Thanks again for introducing and sharing Oscurart Futurism. Imagine using this script, then use Remesh Modifier to the whole thing, and then print out the result in 3D
@Oscurart
The script to wake up the driver works, but I can’t render it out properly because when I did a single render of a frame, the driver is again feels asleep.