Smoothing Animation

Another in what is turning into a series of posts where standard Fusion tools are transformed into something very interesting…

I’m smoothing animation data (or adding noise or offsets or whatever) using nothing more than some Probes.

In this video, the green dots represent the original animation, the blue dots the smoothed animation, and the orange is the original with some noise added.

Get the Flash Player to see the wordTube Media Player.

The trick of course is to convert the XYT values to RGX, blur those, and convert back to XYT.

The advantage is that you don’t have to blur, you can resize, or add noise, or paint, or mask or whatever.  Heck, you can even disk cache it out WITHOUT modification, so you could, you know, open it up in some other package, like 3ds max or nuke or flash or whatever.

Here’s the green animation…  You might have to squint.

Animation of the green dot, expressed in XYT->RGX

Animation of the green dot, expressed in XYT->RGX

Download Smoothing Animation with a Probe Download Smoothing Animation with a Probe

3 Responses

  1. Isaac Guenard Says:

    Wow. I go away for a few weeks, and your blog explodes with coolness. Still wrapping my head around the polyline unwrapper, and now this?

    Keep up the awesome work. You should try cross posting to pigsfly and laffeylist when you make a new blog entry. I KNOW they would be interested.

  2. Kert Gartner Says:

    Agreed. This stuff is great. I have yet to try the poly un-wrapper, but I can’t wait to give it a try and see what sort of interesting effects are possible with it.

  3. Chad Says:

    Actually, this one came as a response to a question that popped up on Pigsfly. Someone was asking about how to smooth animation curves, and it occurred to me that pretty much any 1D, 2D or 3D animation could be smoothed, not just curve based animations. This is just one of those cases where an idea worked the first time, and that’s worth blogging about.

    EDIT: The comp in the post is set to “Default” color depth, so it might need to be bumped to 16int or float. At 8int, it will work, but not very accurately.

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