Animation & Video |
← Sounds & Audio · Contents · Script Dock & Advanced Scripting →
Real-Time Animations (t_Motions) |
The engine supports dynamic, real-time surface animations, allowing both internal geometric deformations and continuous spatial rotations.
Time-Based Morphological Animations |
To animate a shape's geometry, simply include the t (time) variable within your parametric equations (e.g., X = sin(u + t)).
t variable. To adjust the animation speed, simply multiply t by the s constant (e.g., X = sin(u + t * s)). Because the s slider in the Equations dock can take negative values, you can use it to speed up, slow down, and even reverse the direction of the movement dynamically!
3D & 4D Spatial Animations |
Beyond internal shape morphing, you can animate the entire surface spatially using the dedicated controls in the 3D and 4D docks.
t animations back to where the scene opened, press RESET and choose Motions.The software includes a high-quality offline recording system.
Recording Workflow |
Press REC and choose Video or Image. For a video you then choose duration, frame rate, resolution and destination: the video is rendered offline, frame by frame, and assembled into an MP4.
Current View Size gives a video with the shape of the 3D view. The fixed resolutions (1080p, 2K, 4K) are 16:9: the Native Resolution engine redraws the scene for that frame with the same vertical field of view, so the sides show more or less than the screen; Screen Upscale scales the view as it is on screen and fills the rest with black bars.
Image renders the scene once, off screen, at the size you choose and saves it as a PNG, so the sharpness does not depend on your monitor. Pick the aspect ratio (current view, 16:9, 3:2, 4:3, 1:1, the portrait formats, the A series or your own) and the size in pixels, up to the largest side the GPU can render (16384 pixels on a recent Mac). On desktop and iPad you can instead give a print size in centimetres or inches and a resolution in dpi. While the window is open a frame in the 3D view shows what will be in the image: for a wider format the vertical field of view is reduced, so the image shows what the frame shows. The window estimates the render time; a heavy scene at a very large size can take long, and the system may stop a GPU job that lasts too long. Animations are frozen at the moment you press REC. In wireframe the lines are drawn thicker in proportion to the size of the image, with smooth edges, so they stay as visible as on screen (when the scene has a wireframe the window offers Wireframe lines: Thin, Normal or Thick); on tubes and custom meshes the thickness is limited to what the GPU can draw, so very dense ones look thinner. On phones the size is limited to about 36 megapixels, on tablets to 100: above that the window reduces it and says so.
← Sounds & Audio · Contents · Script Dock & Advanced Scripting →