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Showing results for tags 'animations'.
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I am an exhibit designer and our industry is heading down a very different path since the outbreak of COVID 19. We are moving into hybrid models where inline or virtual exhibits are being requested more and more. Using VectorWorks to model and RenderWorks to render and animate is a fantastically fast and efficient way of resting these environments. The only issue I am running into is in many exhibit spaces there are now lots of opportunities for digital concept. So the big thing missing from VectorWorks is the ability to map animated content to surfaces and have them running during walk through animations. This would be a game change for what I do.. Unfortunately today i know have to export my latest model to Arltlantis so I can add digital content. So it means adjusting all my maps and camera angles and dealing with the clunky Artlantis animation interface. I did see animation concrete in a spotlight tutorial online but cannot find any direction as to how it was done. Anybody have any ideas how I can work around this issue or even better is there a plan in the works to allow the mapping of digital content.
Hi there I have some queries regarding creating an animation. I'm not sure why in the test animation (attached), the elements are so far away? The third screensho t is the view generated once clicking "activate camera view". This is a third attempt at the animation with the same result. I also am attempting to create an orbital information (about the 3rd-4th) time. I'm not sure why there is a visual distortion of the model. (see second vid). I'm working with Fundamentals and Spotlight. Looking forward to your response. test render 2.mov test render.mov
Beginning to dig into animations and see what I can do with it and use it to the companies advantage. Questions. 1. The rendering mode: is this something that needs to be determined before saving a view? If so does this mean that I need to render each view? Looking to understand the time needed to produce a decent movie. 2. Are most animations done with openGL? They are by far the easiest to render but look flat and not so life like. 3. Is it best to make many views or as few as possible. If this question is linked in part to say question 1 I could see fewer being the ideal. Any tips would be great.