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Baking Sverchok animation to Shape Keys (Script) #2390
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i want to add my support for this approach to animation via |
why not modify this |
@vicdoval reckon you could assemble a small script that does, something like
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Like this?
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hmmm.. i think maybe the solution is to add an event handler in the script (post_render) to do the i suspect when you set the |
I will try to check the handler idea
I thought so too, but if you update the frame from a script it does not update the nodetree |
the 2.8 version of the "baking animation to shapekeys" script:
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ok. hmmmm. |
this would work rendering n frames in the 2.8
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@vicdoval yes this works thank you ;) |
@nortikin Your Script Node Lite solution is interesting but not sure how it would work? I tried it does not work. I have weird method at some point, basically passing the data into Shapekeys... via Object ID. It's like Victor baking data into shapekeys. UPDATE: Ok wait maybe not above one, but I did "propose" or asking question about using Shapekeys as "Intermediate Object".... This one: ANYWAYS... I think @vicdoval solution is simplest. |
update sverchok - collections links added |
upgrade sverchok and add SNL shape key bake again from scratch |
I wanted to share this little script for Blender 2.79 to bake Sverchok animations to Shape Keys
This allows to have smooth motion blur, very fast viewport animation, sending it to a render farm or to render the output animation it in 2.8
It works by creating a copy of the selected object and adding every frame a new keyframed Shape Key
To use it just paste it in a text-block, select the original object and hit 'Run the script'
(It was asked here #469 but I opened a new issue to keep it cleaner)
Maybe it could became one sverchok operator but by now here is the script :)
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