Hi There,
Is it possible to decimate an IPO wich is recorded with the game engine. Lets say for every 5 or 10 frames a Key.
Thanx, Twan
Hi There,
Is it possible to decimate an IPO wich is recorded with the game engine. Lets say for every 5 or 10 frames a Key.
Thanx, Twan
I’m not quite sure what you mean by decimate, but what you are thinking of can probably be done by just editing the IPO. Two methods that come to mind - 1) select your curve(s), and press I. It will insert keyframes, similar to the knife tool in modelling. 2) delete points - tab for edit mode and delete
Do you want to decimate to reduce the memory usage?
If you want to do this outside of the game engine, then it’s probably best to ask this (useful) feature in one of the other forums.
Would you like to do it after the recording happened? Like a curve simplification?
We could add an option to just record every 5 frames, but you would loose detail. Would that help you? Also, we could add some extra logic to make recording more efficient. Like only adding IPO keyframes for objects that move.
Can you describe the purpose?
Thanks,
Erwin
I use the game engine to put physics movement in my animation. Lets say i want to let a ball fall and roll towards the camera. I think it is very handy to let the PhysicsEngine calculate the the movement. Most time i want to change the movement a bit. But it is difficult to reshape the IPO because of the keyframes on every frame. So indeed, Erwin, a curve simplification. Maybe you can choose on every X frames to put an IPO instead of every frame. Would you really lose much detail when you keyframe every 5 or 10 frames?
I hope i made myself clear
Thanx, Twan
good ida like a number input or as slider on how many frames between keyframes