- Sun Nov 20, 2005 11:30 am
#81369
Actually, it's a good idea, since I doubt you could otherwise get some high quality motion blur. In the present state, Maxwell does motion blur by interpolating between frames in a linear way, if I'm not mistaken. Some cases of motion blur just can't be solved that way : they need computing intermediate positions at fractions of frames along animation paths, spline, etc. Even a simple spinning object requires some animation data within the app to be done right. It's not just a matter of how many subframes you use, but rather a matter of accuracy of every single subframe. So, the renderer must be able to access some animation info.
But then, I can't imagine how Maxwell could do that without becoming application specific or developping a full blown animation system with keyframing, motion modifiers, bone system, etc. Neither of these seems a realistic option to me.
Animated camera could be a good start, then I'd say possibilty to keyframe position and rotation of individual objects along curved paths. Let say I add this on my wish list vor V2 (with "infinite" subframe motion blur, the number of subframes increasing with sampling level, as with Fprime).
HD
But then, I can't imagine how Maxwell could do that without becoming application specific or developping a full blown animation system with keyframing, motion modifiers, bone system, etc. Neither of these seems a realistic option to me.
Animated camera could be a good start, then I'd say possibilty to keyframe position and rotation of individual objects along curved paths. Let say I add this on my wish list vor V2 (with "infinite" subframe motion blur, the number of subframes increasing with sampling level, as with Fprime).
HD
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