Hey guys, I had one of my students who wanted to make a "Matrix like" slow motion effect on an animation. I encouraged the student to animate in regular speed and then later add the time warp effect. So i tried using the new Animate > Scene Time Warp feature. It works well but it alters everything in your Maya scene. So if…
Oh, it's a total hassle. Animation :) But if you've animated something at 24 FPS and you're essentially slowing it down 5x, 10x, whatever, there's so much more fidelity to the motion that it's almost a waste not to keep hand-keying. The modeling equivalent would be subdividing a model several times and then not taking it…
So I found a improved solution. Still some manual tweaking but acceptable. This way the default time node is warped. So all your animations will be warped. What you do is create a new time node and use the "unwarpedTime" attribute from the"time1" node and connect that to the "outTime" attribute of the "time2" node. Then…
I'd probably just script the connection process. You could do it based on selection or do it by passing an array of control names into a function (if you've got another way to get the array (e.g. via character set or selection set etc.). Then in the function just run through the attributes for each control, check whether…
Don't get me wrong. I'd love to learn how. I tackled MEL scripting a while back and I'm trying to get better at it every chance I get. The thing I like about having one curve to control a warp effect is, it's easy. Sure you could hand animate a warp effect. Then what if you want to tweak it, select all the curves involved…
Yep that's cool, didn't see your second post until I had posted. Looks like that solution works well for what you're doing. I was thinking of a scenario where you'd have a scene with a few characters and only one of them was going into bullet time. If it's hand animated then it'd probably be easier to just animate it like…
Warheart> Thanks. I had thought about a similar idea, but doing this is beyond my scripting knowledge. I could probably figure it out with some time and effort but I wanted a more simple solution to pass onto my students. My second post is quite easy and seems to work well for a scenario where you want to have a render cam…