TG2 Animation System

Started by rcallicotte, July 07, 2010, 09:24:02 AM

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rcallicotte

Last I heard months ago, the TG2 Animation System was the next big thing coming from the developers.  Having purchased the Deep Animation version, I'm hoping we see something useful in updates from Planetside soon.  Any ideas...?
So this is Disney World.  Can we live here?

Kadri

Matt and actually Planetside is a little absent in the last months so there is hope  :)

jo

Hi,

We have another release due out very soon, but that doesn't have any particular changes for animation. However as soon as that release has been made we will be concentrating entirely on the animation module.

Regards,

Jo

Henry Blewer

Happy Birthday for me! it's not until the 7th next month, but anytime will be cool. I am looking forward to see what's new! 8)
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T


jo

Hi Kadri,

There won't be 64 bit support in the next release. 64 bit is on the way, but we want to do really thorough testing of it before making it publicly available.

Regards,

Jo

Kadri

#6
Ok , thanks Jo  :)
Yes it is better if it is stable of course !

rcallicotte

Jo, thanks.  This is what I remember Oshyan saying.  I'm happy.  Just checking.  Looking forward to the animation module...
So this is Disney World.  Can we live here?

sjefen

So what will be in the update Jo? :P Hehe

- Terje
ArtStation: https://www.artstation.com/royalt

AMD Ryzen Threadripper 1950X
128 GB RAM
GeForce RTX 3060 12GB

reck

Quote from: sjefen on July 09, 2010, 04:39:18 PM
So what will be in the update Jo? :P Hehe
- Terje

Apparently......

X64 bit.
Full animation system.
Multi-threaded render preview window.
No longer a need to select "ray trace everything" any more, sky is always set to raytrace and terrain is always set to not raytrace.
Ability to displace ray traced objects.
"Sit on terrain" for single objects.
Support for multiple objects and colours in one population.
Water features such as waves, waterfalls and foam.
Sky features such as rainbows and rain.
Depth of field.
Stars.
Improved erosion operators.
Better more intuitive control of cloud shape and placement.
A more stable paint shader.
A working rock object :)

I think that was it or it might have been a wishlist, can't remember :)

sjefen

You forgot one:
multiple objects in single populations  :)

Would be very handy to easily connect different painted shaders to the different objects in the populations ;)

- Terje
ArtStation: https://www.artstation.com/royalt

AMD Ryzen Threadripper 1950X
128 GB RAM
GeForce RTX 3060 12GB

reck

Quote from: sjefen on July 12, 2010, 12:42:42 PM
You forgot one:
multiple objects in single populations  :)

Would be very handy to easily connect different painted shaders to the different objects in the populations ;)

- Terje

I did have that on the list.

QuoteSupport for multiple objects and colours in one population.

..and yes it would be a really nice addition for a single population to support multiple objects.

sjefen

Oh... I didn't see that.
Well, the list is then complete ;)

- Terje
ArtStation: https://www.artstation.com/royalt

AMD Ryzen Threadripper 1950X
128 GB RAM
GeForce RTX 3060 12GB

atomicx

Not quite complete yet. How about:

A curve editor for animation

Multi framebuffer outputs. IE: Specular, Ambient, Diffuse, Shadow, GI, etc..

A way to specify dicing for eyesplits so calculation isn't wasted on the horizon areas with the micropoly engine.

A robust GI lightmap caching mechanism. IE: Vray lightcache maps, mental ray's fg / irradiance map, or Renderman brickmaps. Preferably this would have the ability to re-use calculated data then append needed detail to the maps. This workflow allows you to render a couple of frames with angles to cover the needed areas in the animation, save that map, then all the renderslaves can reuse it (Fast and flicker free GI).

Well, that's my wishlist anyway...