Proscene non-realtime camera interpolation
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Contributed Library Questions
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1 years ago
I've been using Proscene and it's great. It's wonderful for creating camera paths. However I have some problems with sketches running/rendering at non-realtime framerates and the effect this has on camera interpolation. I went through all the examples and found two that were particularly interesting:
Camera Interpolation and
Frame Interpolation. To re-create the problem I'm having, add this line to the end of setup of either example:
0 sec |-------|-------|-------|-------|-------|-------|-------|-------|-------| 1 sec
The slow framerate interpolation will look like this:
0 sec |------------------------------|--------------------------------------| 1 sec
This is not good, because when you put the frames back together in a movie, you are 'missing' a lot of frames. Now I understand from the reference that the interpolation is time-based, so it is in fact effectively doing it's job. However the endresult is not what I want. I would basically like something like the original, no matter how much time it took.
I found some very useful suggestions in this thread about slowing down the interpolation speed. This is a reasonable workaround. If the original framerate was 60fps and the rendering framerate is 2fps, then you can set the interpolation speed to 2/60 and I guess you end up sort of with the same endresult. However this is not an ideal solution.
I am wondering if it's possible to have camera interpolation based on frameCount instead of time, to make the camera movement independent of the rendering / sketch speed. Or are there other ways to use smooth interpolated camera paths under non-realtime conditions?
- frameRate(2); // to simulate a low framerate sketch
0 sec |-------|-------|-------|-------|-------|-------|-------|-------|-------| 1 sec
The slow framerate interpolation will look like this:
0 sec |------------------------------|--------------------------------------| 1 sec
This is not good, because when you put the frames back together in a movie, you are 'missing' a lot of frames. Now I understand from the reference that the interpolation is time-based, so it is in fact effectively doing it's job. However the endresult is not what I want. I would basically like something like the original, no matter how much time it took.
I found some very useful suggestions in this thread about slowing down the interpolation speed. This is a reasonable workaround. If the original framerate was 60fps and the rendering framerate is 2fps, then you can set the interpolation speed to 2/60 and I guess you end up sort of with the same endresult. However this is not an ideal solution.
I am wondering if it's possible to have camera interpolation based on frameCount instead of time, to make the camera movement independent of the rendering / sketch speed. Or are there other ways to use smooth interpolated camera paths under non-realtime conditions?
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