To apply the same property to multiple elements, you can right-click on any pop-up menu and you’ll see a whole lot of ways of doing just that. The most useful one is probably “all selected”.
With it being that time of the year, my first is an Easter egg:
Hold down Alt (option on American Macs) and click on the Plugin menu, you can bring up an ‘About xyzplugin…’ box that tells you a little about the plug-in.
WARNING: Save your project before you do this, Ramjac plug-ins simply crash EI when you click on them.
This has been mentioned elsewhere, but…
Set Anti-Aliasing to Adaptive and min 255, max 255 to put camera into “average” mode.
This creates a crisper image, good for stills. Also renders just a bit faster.
To create a null that has exactly the same position and size as “object A”, go to Object > Add Null, and click on “object A” in the Project window.
- Attach your model to a null that has the same size and position (see previous post)
- Set the model is to only inherit deformations and nothing else
- Apply some deformations to the null, the model should inherit it.
You now can move the null around as a deformation area completely separate from the model.
You can click and hold on a color chip and drag it over another color chip to change it. This makes it easy to copy a diffuse color onto a reflection color.
This should read “Adaptive” mode.
Yes, the anti-aliasing setting is “Adaptive” vs. Oversample
But look at the Camera window while rendering… next to the antialiasing item it will say “Average”.
You can do replacement animation, where a different model appears on each frame, through “group cycling”.
This requires creating a model for each frame of the sequence and importing them - in order - into Animator. All of the models are then Parented to the very first model in the list. The Parent model then has two tilde’s added to it’s name (i.e. ~~Model).
During rendering the Parent model never appears, instead, the first child is rendered on the first frame, the second for the second frame and so on.
This is a great trick that also has GUI controls.
There is now a tab in a group’s info window to control child cycling.
This includes start and stop frames, and frame rate and “loop” controls.
(This trick reminds me of the secret $cloud$ shader from v2.7- anybody remember the specifics on these? Are they still active? (even though no longer neccesary).
Sometimes you try all your might to grab the Bezier handle of a keyframe but can only get the translation arrows. Clic anywhere beside the point, the handles are still there but the translation arrows are out of the way. Do your thing…
Last 2 days we’ve been busy with learning how EI scales a plug-in with chidren. Finally it’s clear , so let us story what we’ve learned, and, of course, sorry if we “rediscovered a bicyrcle” At least it’s a new for us.
- create a simplest cube with Ubershape (resolution = 1)
- add MrBlobby to prj, set “vertex blobs” and link the Cube to it
Now you see 8 balls (for each cube’s corner). Let’s start experiments with “Inherit scale” = OFF for children.
save MrBlobby as a model, re-import it and try to scale. All goes fine, scale works in absolute standard and intuitive way. BTW: same results are with “Live plug-in” = OFF
try same scales with MrBlobby plug-in (Group Window). Ops! Absolute different results! We see our balls are enlarged/reduced correspondly, but distances between them remain the same.
We’ve learned how it works. If plug-in’s scale = 2 (for example), then EI passes to the plug-in the children data scaled to 0.5 (and vice versa, children are enlarged twice if scale = 0.5). A plug-in reads children and creates a geometry. EI scales the plug-in’s output. Final result: previously reduced/enlarged source data take their original places (cube’s corners in our test), but plug-ins results are scaled (balls)
Hmmm… interesting solution, but … suitable not for all plug-ins :hmm:
Ok, now set “Inherit scale” = ON for child groups. For our example it works as a “standard” scale. But it’s not so if a plug-in has 2 or more chidren, cause each child uses its local center to scale.
There are a lot of scales in EI
You can preview motion blur and DoF within Animator, no need to do a test render!
- Select the world view window
- Render > Preview Blur Window
Just make sure you have multi-frame set to more then one frame and that your preview is set to output to screen (thats the default anyway).
This tip was given on the Postforum by Charles Berg (Cj)
It shows how you can reposition groups by dragging over the icon or make it a child by dragging over the title. Easier to show:
This tip was given by Halfworld on the Electricimage Forum.
The project window has far more ways to be organised then some people realise. Have a look at the little icons at the top of the project window. Specially the first and the fifth give you a lot of options. Too many to sum up here, just explore them.
One of my favourites is to colour label the elements in a complex rig that will animate and switch to “view by label”. That way you don’t see the parts of the rig that you don’t animate and everything appears in a listed way which takes up much less screen space.
grrr…need to figure out why this doesn’t work in OpenGL. And perhaps add full-window cross-hairs.
I love this one, the most useful to me has to be ‘complexity’ which lists objects in order of polygon count. I use it often.
Here’s another one.
You can render your animations backwards if need be, we’ve had to do this a few times but I keep forgetting it’s even an option, hopefully this will immortalise it in my mind
In the render window > click timing > render: range of frames (drop down) > hit reverse.
You can colour cameras, I usually colour them so they match their colour label in the project window.
In general I use three labels for cameras: Possible viewpoints, Confirmed viewpoints, Render cameras (render cameras being free roaming cameras for diagnostic purposes viz. not animated or in a viewpoint position).
Take a look at the attachments,