Camera Paths for Animation (Replace Camera with Model or Group)

Camera paths are really useful for directing movement, speed, and angle. Basically everything needed for animation. Since newGLB exports handle that in the hierarchy by default, it seems like it would be fairly easy (hopefully) to just have a button that let you attach an object (group, model, etc) to the path instead of the camera. Basically record the position, but the object moves along the timeline instead of the video camera. The result should be able to import into blender or unity as an animation path.
Maybe change the camera icons color so it shows this represents an object instead while setting up the path.
While this wouldn't do complex animation like figures, it would allow simple objects to be moved around easily in the scene with fairly precise control.
9 Replies
andybak
andybak4mo ago
@Seethrough can confirm but I think you can currently animate layers and imported 3d models.
AncientWorlds
AncientWorlds4mo ago
That's not really the same thing at all. Or very loosely. I'm not trying to move an entire layer, I'm trying to move a single object on a path.
The tool shown uses displacement, and has other drawbacks.
This would basically be something more like. 1. Draw a camera path, complete with speed markers, camera orientation and control points, as you normally would
2. Grab an object 3. Scale it move it to where you'd start your path at (assuming you didn't start it at the object center 4. Hit a button.
5. The button functionality would call a script that replaced the "video camera" with the object.
Its initial orientation would be whatever the model had. Boom. Done. Export it as glb and you have an object in a path ready to ship to blender or exported and then back in as an animated model Multiple paths would presumably need their own layers. If you wanted to continue internally, you could then have something like the Animation timeline analyze the path so that you could coordinate and synch it. (I'm currently working through this in blender, but that's a learning process of its own and much slower than this should be, although might be useful for tuning a scene with multiple objects if its too complex for in game).
andybak
andybak4mo ago
So - we're mixing two different things: 1. The best UX or workflow 2. The feature itself. i.e. what it actually does. Leaving (1) out of it at this stage - let's clarify (2) What's missing from the current animation timeline feature? I've only used it with brush strokes during testing but my understanding is that you can apply a camera path to both a bunch of strokes (by putting them on a layer) or an imported 3d object. What's missing here? I know it's hard to compare features when the animation timeline stuff isn't finished yet - but what functionality are you saying is missing?
I'm not trying to move an entire layer, I'm trying to move a single object on a path.
Do you mean an imported 3d object? or some other type of "object"?
The tool shown uses displacement, and has other drawbacks.
Not sure what you mean here. We've picked "layers" as the thing you animate for a few different reasons. It's similar to Flash, Quill, After Effects etc. And it naturally fits in with the current layers UI.
AncientWorlds
AncientWorlds4mo ago
The current animation workflow (as of last testing) Has numerous errors, loses layers and data, is very hard to work with over a long sequence, handles invisibility toggling poorly, and generally needs a lot of work. Pathing is not intuitive and doesn't necessarily match the model well in terms of alignment.
There's currently a functional limit of 7 layers (which is something we could benefit from having expandable/scrollable) The advantages of this type of process might not be so much in the timeline itself (imported objects could presumably be integrated into the layer movement thing) But rather in the ability to handle a lot of "effective layers" by using model import and export.
I've got the technical side worked out to create a demonstration piece of why this is a super cool process.
The suggested tool would allow something to be done in game in five minutes instead of out of game in blender for about an hour per path, along with being much more reusable. The timeline tools in progress are good for matching things up, in theory, and the hide feature is great (would actually be nice in this method too) Overall, I think this process is a lot faster and more efficient to work with, but the timeline may have more tuning and depth potential (I don't think they are mutually exclusive, but will test that soon) "> I'm not trying to move an entire layer, I'm trying to move a single object on a path. Do you mean an imported 3d object? or some other type of "object"? I am meaning a 3d object, or brush stroke group such as a figure, building etc, for which simple movement was desired. It wouldn't have advanced animation (such as limbs flailing, etc), but would be able to change facing in the same way the camera does. (BTW, exported paths do not maintain speed functions or timing, they create one frame per control point, when brought into blender)
Seethrough
Seethrough4mo ago
yep you can! images too
AncientWorlds
AncientWorlds4mo ago
Now I have to go find that! Alright I have a version (doesnt look like its' been updated for a while so used that) (animation branch) As long as I just make the path, use extend frame and one layer it seems to work alright (in game). Filming didn't get tested The minute I hit another button it tends to go bonkers, but didn't go with that too far. So curious if that's something unity would understand if it is exported with the new exporter? Did we add animation to the new release (gltf fix), or is the branch still using the old style glb?
andybak
andybak4mo ago
The animation branch doesn't currently support exporting animations
AncientWorlds
AncientWorlds4mo ago
Ok.
The camera lens icon is safe too. In terms of not breaking a simple animation.
Will test that on a more complex sketch that I don't need to export when I'm feeling a bit better