Post #11
Dan, as I always say, there are not problems, mistakes, etc., only added experience.
Having said that, your input leads to a closer look at “inner mechanics”, and I guess that is true for all apps.
In the editor view, you will see a more frequent update of the content. Each click that changes something will trigger an editor view update; otherwise, you wouldn’t get feedback on what just happen.
This new update can now access data from all parts already calculated and doesn’t lead to use information from a previous frame. In that way, things sometimes look better in this view than in the rendering.
Like in the last clip I shared, I frequently use the “a” key to refresh the viewport. Each time the scene gets calculated, the “red” Tori moves one after the next into the “expected” position.
While the rendering starts, this isn’t done anymore; the application goes one time through the given information and then moves on.
It is easy to imagine that we create a feedback loop, where the movement from one object influences the next, and the next object itself moves the previous object. If we had an “automatic” solve to that, the app would have to go endlessly through this, not knowing when to stop. … and yet, some objects have two priorities as they need to do something and then wait for an action to happen before they move on. If all of that could be fixed quickly, the question would remain, how can any app know what the artist wants in the first place, e.g., if priorities are equal. The result might not be desired.
Then (as you mentioned, scrub through), some parts of a scene build upon all previous frames, like dynamics, particles, etc. If that information is not given, frame by frame, i.e., not cached, the scrubbing results in a fragmented “something. The MoGraph Tracer is an excellent example to see that in action, that scrubbing isn’t working, and there is no cache for that either.
Anyway, if there would be a possible solution, it would have been done without taking artistic decisions away.
I hope that the discussion here and the examples will help to sort things out in the future. Often a little piece of paper and a short diagram might help to get this streamlined.
After all, if things do not produce a problem in the render, nothing needs to be fixed.|
My best wishes