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Fractal Software => Mandelbulber => Topic started by: BadCRC on March 19, 2011, 08:59:57 PM




Title: All about Animating
Post by: BadCRC on March 19, 2011, 08:59:57 PM
I like to say great job Buddhi on your program.  Your animations on youtube are out of this world.  This is the coolest stuff I have seen in a long time.

I like the animation aspet of this program the most.  I have been trying to do more advance stuff with varing degrees of success.  For example sometimes when I try to do 90 to 180 pan it goes in wierd directions.

A few things I like this thread to address is:

1. I would like people to give pointers on what is the best settings and tricks to get a nice smooth long animations.

2. I hope people will conribute examples of Keyframe files.  It does not have to be a full animations although that would be nice but show how to do nice transitions or some cool moves.

3. Post your videos with some commentary or insight.

Hopefully this way we can all advance to the next level and be able to make some vids half as cool as Buddhi/Xlace.



Title: Re: All about Animating
Post by: meegja on March 20, 2011, 10:01:25 AM
Wanted to post question about animating but I think I can add point 4 to your questions:

4. How does animating work? It is addressed in the manual but only very shortly. Is there somewhere a manual that explains how animating in Mandelbulber works? I tried all kind of things but I can not even get a path or what ever.

Thanx :)
Menno


Title: Re: All about Animating
Post by: Buddhi on March 20, 2011, 01:52:51 PM
I like to say great job Buddhi on your program.  Your animations on youtube are out of this world.  This is the coolest stuff I have seen in a long time.
I like the animation aspet of this program the most.  I have been trying to do more advance stuff with varing degrees of success.  For example sometimes when I try to do 90 to 180 pan it goes in wierd directions.
A few things I like this thread to address is:
1. I would like people to give pointers on what is the best settings and tricks to get a nice smooth long animations.
2. I hope people will conribute examples of Keyframe files.  It does not have to be a full animations although that would be nice but show how to do nice transitions or some cool moves.
3. Post your videos with some commentary or insight.
Hopefully this way we can all advance to the next level and be able to make some vids half as cool as Buddhi/Xlace.

I will write soon some manual. There will be described step by step how to make an animation.


Title: Re: All about Animating
Post by: BadCRC on March 21, 2011, 02:20:10 AM

I will write soon some manual. There will be described step by step how to make an animation.
Great news.  Hope you put in some intermediate to advance stuff also.  If you need any help let me know. I use to do white papers.

Wanted to post question about animating but I think I can add point 4 to your questions:

4. How does animating work? It is addressed in the manual but only very shortly. Is there somewhere a manual that explains how animating in Mandelbulber works? I tried all kind of things but I can not even get a path or what ever.

Thanx :)
Menno

Well the easiest way is to use Keyframes.  Here is a quick tut to get you started.

0. Open the Image tab, set image width and height to 200. Gives quick render of images for navigating and testing.  For final animation increase to higher resolution.

1. Open Timeline. If it has Keyframes then delete them.
2. Pick a starting point in the Render window. Then click Record or Insert After in Timeline.
3. Move to another location in the Render window. Click Insert After in Timeline.
4. Do this for X amount of keyframes.  For this tut lets say 5 keyframes.
5. In the Animation Tab choose 50 for "Frames per key".
6. In "Frames to render" put Start frame 0 and End frame 200.
7. Click "Render from key-frames"

Thats it.  You will have 200 images in your images folder you can animate using Vdub or some such program.

Hope that helps.


Title: Re: All about Animating
Post by: meegja on March 21, 2011, 06:39:18 PM
@ Buddhi: okay, that would be cool!! Did see some of the animations and they look so so great! :D

@ BadCRC: thanx!!! Render of the frames is busy now. I see that it takes some time but that's no problem: I am used to use Bryce and that program has a very good but V E R Y slow render engine.

Menno


Title: Re: All about Animating
Post by: meegja on March 21, 2011, 09:25:22 PM
BadCRC thanx again!! Just made my first try with animation  :D
See http://www.fractalforums.com/gallery-b177/my-first-10-second-mandelbulber-animation/ (http://www.fractalforums.com/gallery-b177/my-first-10-second-mandelbulber-animation/) for the result.

Menno


Title: Re: All about Animating
Post by: BadCRC on March 22, 2011, 02:11:55 AM

@ BadCRC: thanx!!! Render of the frames is busy now. I see that it takes some time but that's no problem: I am used to use Bryce and that program has a very good but V E R Y slow render engine.

Menno

Cool.  No problem.  You can always do a quick render by changing the image width and height to like 200 under the Image tab.  That way you can see how it will look before you do a full hi res render.

Nice first animation.



Title: Re: All about Animating - Tutorial for animations in Mandelbulber
Post by: Buddhi on March 22, 2011, 02:12:02 PM
I have just finished creating tutorial for creating animations. I put it on Mandelbulber's website into "Getting started" section

http://sites.google.com/site/mandelbulber/getting-started

If you still have some questions about animations in Mandelbulber, please let me know. I will try to add more advices.


Title: Re: All about Animating
Post by: tomot on March 22, 2011, 04:13:56 PM

Well the easiest way is to use Keyframes.  Here is a quick tut to get you started.

1. Open Timeline. If it has Keyframes then delete them.
2. Pick a starting point in the Render window. Then click Record or Insert After in Timeline.
3. Move to another location in the Render window. Click Insert After in Timeline.
4. Do this for X amount of keyframes.  For this tut lets say 5 keyframes.
5. In the Animation Tab choose 50 for "Frames per key".
6. In "Frames to render" put Start frame 0 and End frame 200.
7. Click "Render from key-frames"

Thats it.  You will have 200 images in your images folder you can animate using Vdub or some such program.

Hope that helps.

thanks, @ BadCRC I'm also a fan of a concise step by step procedure method:
I would add:
1.a Open the Image tab, set image width and image height to smaller values, this renders a quick preview of your sequence of images


 


Title: Re: All about Animating - Tutorial for animations in Mandelbulber
Post by: tomot on March 22, 2011, 04:17:50 PM
I have just finished creating tutorial for creating animations. I put it on Mandelbulber's website into "Getting started" section

http://sites.google.com/site/mandelbulber/getting-started


Thanks Buddhi, I have been waiting for this.


Title: Re: All about Animating
Post by: BadCRC on March 23, 2011, 03:02:05 AM
I have just finished creating tutorial for creating animations. I put it on Mandelbulber's website into "Getting started" section

http://sites.google.com/site/mandelbulber/getting-started

If you still have some questions about animations in Mandelbulber, please let me know. I will try to add more advices.


Looks awesome.  Can't wait to get home to read it fully tonight.


thanks, @ BadCRC I'm also a fan of a concise step by step procedure method:
I would add:
1.a Open the Image tab, set image width and image height to smaller values, this renders a quick preview of your sequence of images
 

Thanks.  Added point 0. to Reply #3.


Title: Re: All about Animating - Tutorial for animations in Mandelbulber
Post by: BadCRC on March 23, 2011, 02:48:40 PM
Great Tutorial.  Great insight on Catmull-Rom interpolation.

Quote from: Buddhi link=http://sites.google.com/site/mandelbulber/getting-started
It is better to decrease distance in smaller steps. In first step reduce distance 5 times and in second step also about 5 times. Camera will not collide with the wall. Changing relative value maximum 7 times in one step guarantees interpolated path without overshooting.

So is 5 like the safe number?  I see that is what you use in Mouse click close-up ratio in the View tab.

Quote from: Buddhi link=http://sites.google.com/site/mandelbulber/getting-started
If after rendering some keyframe has to be corrected it is not necessary to render whole animation from the beginning. Example: keyframe no. 10 was corrected, frames per keyframe = 100. You should delete 200 frames before the keyframe (from 800) and 200 frames after the keyframe (to 1200). Next press Render from key-frames button. The program will automatically analyse which frames are exists in destination folder and will render only missed frames.

Why delete 200 frames in each direction?  If Frames per key = 100 then shouldn't you just delete 100 each way (from 900 to 1100) to the adjacent keyframes?

Thanks


Title: Re: All about Animating
Post by: Buddhi on March 23, 2011, 03:07:34 PM
I get what you are saying but I am not getting the same numbers you are. From the pic the first distance is about 9 to the wall and the second is 2, 9 / 2 = 4.5 like you said "first step reduce distance 5 times".  But the second one is 2 / .5 = 4.  How are you getting about 5?

"about 5 times" means "approximately 5 times". So 4 is something about 5  :crazy:

Why delete 200 frames in each direction?  If Frames per key = 100 then shouldn't you just delete 100 each way (from 900 to 1100) to the adjacent keyframes?

You have to delete 200 frames in each direction because change of something on 10th keyframe has influence on frames between 8th and 12th keyframe. It is because Catmull-Rom splines are 3-rd degree polynomials. Value change of one control point makes change of the spline shape between all control points.


Title: Re: All about Animating - Pointers
Post by: BadCRC on March 24, 2011, 12:20:54 PM
To get the kind of fluid keyframe animations. What are some of the common default settings?  For example a 60 second clip.  

Animation tab
What is a good Frames per key?  Default is 100.  I sometimes use 30.
How many Keyframes for a 60 second clip?

----------
Frames per key: 100?
Start frame: 0
End frame: 1800
----------

View tab
Usually I use all default values.  Now the big question is, how does one know where to put the keyframes for fluid motion?
Is it 1, 2 or 3 mouse clicks before setting a keyframe?  
Or how does one use:
Quote from: Buddhi link=http://sites.google.com/site/mandelbulber/getting-started
During preparation of camera movement watch on View tab Estimated viewpoint distance to the surface and Distance form last keyframe values. Those values will help avoiding to high changes of distance or keeping constant camera speed.
What is a good Distance to the surface or Distance form last keyframe change before setting a keyframe?
Why does Distance form last keyframe only work with camera movment keys?

----------
Step for camera moving multiplied by DE: .5
Absolute distance mode: unchecked
Absolute movement distance: 0.1
Rotation step in degrees: 10
Mouse click close-up ratio: 5?
Enable zoom by mouse click: checked
Go close to indicated surface: unchecked
Rotation without using gamma angle: checked
----------

When you assemble the rendered images into a movie file do you use Frame Rate of 10, 24 or 30 FPS?

Thanks


Title: Re: All about Animating
Post by: Buddhi on March 24, 2011, 01:01:49 PM
To get the kind of fluid keyframe animations. What are some of the common default settings?  For example a 60 second clip. 

Animation tab
I usually use 50 or 100 frames fer keyframe. But it depends of character of animation which you want to get. For smooth flying or transformation it is good to use 100 keys/frame. But for some music video with fast electronic music it will be better to use 20 or 50.

View tab
There is no universal rule. It depends of technique which you want to use for camera moving.
If you use mouse clicking on image, and the "Mouse click close-up ratio" is set to 5, you should create one keyframe for each "click".
If you use arrows and Forward/Backward buttons, you have to observe "Estimated viewpoint distance to the surface" and "Distance form last keyframe" values. If you want to create smooth flight you should try to keep for each keyframe similar values for  "Distance form last keyframe" - you will get almost constant flight speed.
But if you want to make "zoom in" animation, you should observe distance to fractal surface. You shouldn't decrease distance more than 5 times per keyframe.

You asked why Distance form last keyframe only work with camera movment keys. I don't know :embarrass:. It will be corrected in next release.

----------
Step for camera moving multiplied by DE: from 0.5 to 3.0
Absolute distance mode: checked for flight animation, unchecked for closing up
Absolute movement distance: depends on required flight speed and how close to fractal surface the camera is
Rotation step in degrees: from 5 to 30
Mouse click close-up ratio: from 3 to 5
Enable zoom by mouse click: checked
Go close to indicated surface: usually unchecked, but it is useful for flight-around animations
Rotation without using gamma angle: checked
----------

Frames per second
I use 25 or 30fps

On Linux there is mplayer program, which can play animation directly from JPG image sequence.
Just use folowing command:

Code:
mplayer "mf://*jpg" -mf fps=25

I often use this for preview of animation.


Title: Re: All about Animating
Post by: BadCRC on March 24, 2011, 01:31:58 PM
Great info.

I think I get it now.  "Estimated viewpoint distance to the surface" is good for zoom animation and "Distance form last keyframe" is good for flight animations.

What do you recommend as a good average number for "Distance form last keyframe" for fluid flight?


Title: Re: All about Animating
Post by: Buddhi on March 24, 2011, 01:52:57 PM
What do you recommend as a good average number for "Distance form last keyframe" for fluid flight?

It depends how close to the fractal surface you want to fly. Total size of Mandelbox is about 10. So if you go with step about 1.0, you will go through whole Mandelbox in about 10 keyframes. But if you want to fly between of some detailed structures very close to the fractal, step value 0.000001 should be to high (or to low). You have to feel it. There is no recipe for this. Flying speed can varying along the animation. If you the camera is far outside the fractal, you can move the camera by long distance. But during closing up the fractal surface you can decrease speed. Try to imagine you want fly from the Earth to some of the Jupiter's moon. First you have to start with small speed to go through the atmosphere. Next you have to accelerate dramatically to decrease travelling time. When you are need Asteroid belt you have to slow down to avoid collision with some body. Next you have to accelerate again, because you have very long way to travel. When you are close to the Jupiter you have to adapt the speed to the new reference point and find the target moon. The flight can be fluid if you change the speed smoothly. You have to continuously adapt the flight speed to actual situation. It will be senseless if you travel (move the camera) always with the same speed.


Title: Re: All about Animating
Post by: meegja on March 24, 2011, 07:00:36 PM
Okay, getting a lot of crashes here with version 0.991 when trying to animate. There is no specific moment when Mandelbulber crashes: it can be with movement, with selecting path to store images, when altering a value, and so on. Don't know if the error Windows is giving is of any use if I copy and paste it here?

Windows 7 Professional 64bits
Mandelbulber 0.991

Menno

Edit: okay, don't know if it is use-full, but this is the kind of error I get (it's in Dutch since my Windows 7 is in Dutch. If needed I can translate):

 Gebeurtenisnaam van probleem:   APPCRASH
  Naam van de toepassing:   mandelbulber.exe
  Versie van toepassing:   0.0.0.0
  Tijdstempel van toepassing:   4d72955c
  Naam van foutmodule:   ntdll.dll
  Versie van foutmodule:   6.1.7601.17514
  Tijdstempel van foutmodule:   4ce7ba58
  Uitzonderingscode:   c0000005
  Uitzonderingsmarge:   0002e39e
  Versie van besturingssysteem:   6.1.7601.2.1.0.256.48
  Landinstelling-id:   1043
  Aanvullende informatie 1:   0a9e
  Aanvullende informatie 2:   0a9e372d3b4ad19135b953a78882e789
  Aanvullende informatie 3:   0a9e
  Aanvullende informatie 4:   0a9e372d3b4ad19135b953a78882e789


Title: Re: All about Animating
Post by: Buddhi on March 25, 2011, 12:06:44 PM
Okay, getting a lot of crashes here with version 0.991 when trying to animate. There is no specific moment when Mandelbulber crashes: it can be with movement, with selecting path to store images, when altering a value, and so on. Don't know if the error Windows is giving is of any use if I copy and paste it here?

Windows 7 Professional 64bits
Mandelbulber 0.991

Menno

Edit: okay, don't know if it is use-full, but this is the kind of error I get (it's in Dutch since my Windows 7 is in Dutch. If needed I can translate):

 Gebeurtenisnaam van probleem:   APPCRASH
  Naam van de toepassing:   mandelbulber.exe
  Versie van toepassing:   0.0.0.0
  Tijdstempel van toepassing:   4d72955c
  Naam van foutmodule:   ntdll.dll
  Versie van foutmodule:   6.1.7601.17514
  Tijdstempel van foutmodule:   4ce7ba58
  Uitzonderingscode:   c0000005
  Uitzonderingsmarge:   0002e39e
  Versie van besturingssysteem:   6.1.7601.2.1.0.256.48
  Landinstelling-id:   1043
  Aanvullende informatie 1:   0a9e
  Aanvullende informatie 2:   0a9e372d3b4ad19135b953a78882e789
  Aanvullende informatie 3:   0a9e
  Aanvullende informatie 4:   0a9e372d3b4ad19135b953a78882e789


I tried to find some bug in program which could cause crashes. I used powerful tool valgrind which trace program for some uninitialised variables, missed memory allocations or delete[]. I found some minor problems but I don't think so they could cause crashes.
I have made also several tests on Linux (64-bit) and Windows Vista (also 64bit) to try crash the program, but without result. Program worked every time very stable.
Maybe this is some problem with compatibility of GTK+2.0 library (responsible for GUI) and Windows 7.

Did you tried to run Mandelbulber in Windows XP emulation mode?


Title: Re: All about Animating
Post by: BadCRC on March 25, 2011, 02:50:59 PM
.
.
If you want to create smooth flight you should try to keep for each keyframe similar values for  "Distance form last keyframe" - you will get almost constant flight speed.
.
.
Step for camera moving multiplied by DE: from 0.5 to 3.0
Absolute distance mode: checked for flight animation, unchecked for closing up
Absolute movement distance: depends on required flight speed and how close to fractal surface the camera is


It depends how close to the fractal surface you want to fly.... But during closing up the fractal surface you can decrease speed.

In a flight animation.  You stated to keep "Distance form last keyframe" similar for constant speed but also said it depends how close you get to the fractal.
So one would have to go by eye when changing from a parallel course to going close?
Could one change from "Absolute distance mode" to "...multiplied by DE" for flight animations when going close to a fractal so you don't have to manually change movement distance?