So I applied a timewarp reverse to the clip (which is originally 31 seconds long) at -1000%. My clip then becomes a freeze frame of the last frame of the clip. The whole 31 seconds is a freeze frame. I have to drag out both ends of my clip to find where the footage starts moving to get to clip I originally wanted.
When test rendering in the Render View with the timewarp active the rendered frame comes out wrong. It ignores the timewarp and renders the frame using the unwarped time at a given frame and not the remapped outputTime. Again, strange, because in the modeller the PRT loader is displaying the timewarped frame and interpolating the time correctly.
It may be Maya not delivering the right data. Been noticing weirdness with the timewarp in other areas. Like nParticles that stop emitting when a timewarp curve just exists, whether or not it is active.
When creating a timewarp in maya (under the Animate menu item) an animation curve is created and attached to time1 node (this is the master time node.) Activating the timewarp uses this curve to remap the active frame to a new time value which is plugged into all dynamics nodes and animation curve nodes, the latter through implicit connections.
To fix the timewarp for krakatoa to use it one has to wire the timewarp animation curve output directly to any nodes that are animating in the render range. In this case that was
A) the PRT loader, to which the timewarp curve output plugs into the Playback Graph attribute, though plugging into current time would probably work too. Having in the Playback Graph attribute lets one turn on and off the timewarp effect though.
B) all the camera animation curves, here the timewarp curve output plugs into the animation curve input attribute
this should work on any animation that needs to timewarp during the render, just select the animation curve nodes and run the script (you will have to change the name of the timewarp curve in quotes above.)
I see that timewarp doesn't work like most clips where you can open the effects editor and drag the little effect logo at the top onto the new clips copying all the parameters. How would i do this with the timewarp effect? thx, jayson
Jayson:
With the timewarp effect and motion effect clips, you cannot step in and nest an effect underneath. You can only ALT drag an effect on top. So a timewarp effect or a motion clip must always be on the bottom of the nest.
Thx Larry, but i'm not trying to add multiple effects to one clip just trying to add the same timewarp to a bunch of clips and can't find a quick way to carry the timewarp and all it's parameters over to a new clip without dragging a new timewarp onto a new clip and setting the timewarp speed manually. I don't see any timewarp effect in my effect editor like most effects which is how i usually drag effects onto other clips.
You'll find the timewarp effect icon in the motion effect editor tool. Grab and drag the effect icon from there to a bin to save the effect template. Also, if you segment highlight a group of clips, ALT double clicking an effect will apply it globally across the entire range of highlighted clips, creating a submaster effect that you can step into if necessary.
Asynchronous Timewarp or ATW is when timewarp occurs on another thread in parallel (asynchronously) with rendering. Before every vsync, the ATW thread generates a new timewarped frame from the latest frame completed by the rendering thread.[1] ATW fills in the missed frames and reduces judder.[4]
In a game engine limited to 50 frames per second, a new frame is displayed once every 20 milliseconds. To increase the game's frame rate to 60, you need to display a new frame once every 16.7 milliseconds. To increase the fps through timewarp, the last completely rendered frame, not the one that is currently rendering, is updated with the latest data about the position of your head. The modified frame is displayed before your eyes.[2] Theoretically, this method could increase frame rate from 1 to 60. Realistically, timewarp only works in very short distances and time intervals. Long distances or time intervals will make the image appear unrealistic or out of place.
Timewarp works well in a rotational only tracking system. When positional / translational tracking is introduced, it does not work as well and presents a few problems.[1] When timewarp is used with positional tracking, only the rotational change is reflected in the resulting image. The positional change is ignored, causing judder. This is solved through the introduction of Positional Timewarp.
Both approaches have advantages and disadvantages. Asynchronous timewarp is great for very short dips below 90, but it's variability means frame times aren't that smooth. SteamVR's reprojection has very smooth and predictable frame times, however the fps hit is much higher, which could look weird if animations and physics are meant to run with 90Hz.
Hello,
Im having problems accessing the TimeWarp property of CAT Layers from MAXScript. I was using it in MAX 2012 without problems, but after testing the same script on MAX 2013 I get the error Unknown property: timewarp in SubAnim:Animation_Layer.
In MAXScript help it appears as an accessible property: ,topicNumber=d30e728762
Is something changed in MAX 2013?
Thanks,
ficolo