Difference between revisions of "Animation Upload Ease In and Ease Out"

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The purpose of Ease In and Ease Out is to provide smooth transitions between the previous, current, and next animations.  This is very helpful since the animation that was playing previously, and the one that will play next, can usually vary.
The purpose of easing is to provide smooth transitions between the previous, current, and next animations.  This is very helpful since the animation that was playing previously, and the one that will play next, can usually vary.


Ease In and Ease Out can be up to 10 seconds long, each.
==How It Works==
Ease In starts when your animation starts, and stops after the number of seconds you chose.  Ease Out starts the number of seconds you chose before the end of the animation, and stops when your animation stops.  Easing doesn't add to the length of the animation.


Choosing a duration for Ease In and Ease Out is problematic, since, again, it is usually impossible to know the stance you will be transitioning from or to.
Most animators are concerned with easing between a animation just stopped and the next animation, usually with the same priority.  A practical example would be changing between standing animations in a animation overrider.  This works as expected so long as there is little or no time between the previous animation stopping and the next starting.


A reasonable way to arrive at a duration for Ease In is:
Easing can also occur between simultaneously played animations.  For example, a standing animation is already playing, then a animation for a waving gesture starts, then the waving animation stops.  In this example easing on the wave animation could provide a smooth transition between the standing animation and the beginning and end of the wave animation.
# determine the time it takes to smoothly and believably transition from standing with your arms at your sides to the first frame of your animation
# divide that by 2


Determining the duration of Ease Out can be done the same way:
==Limits==
# start with the last frame of your animation and determine how long it takes to smoothly and believably transition to a pose where you are standing with your arms at your sides
Ease In and Ease Out can never be less than 0 or more than 10 seconds.
# divide that by 2


The rationale behind this method is most positions you would find a humanoid in don't vary wildly from standing with their arms at their sides.  Most motion capture studios use this position as their neutral pose for that reasonThe reason you divide the time by 2 is we would expect the previous and next animations to have reasonable Ease In and Ease Out durations, so we only need half the time as part of this animation.
In linear animations Ease In is limited to the length of the animation minus the seconds used for Ease Out, and Ease Out is limited to the length of the animation minus the seconds used for Ease InThis assures easing can't take longer than the animation (which is necessary, since it occurs during the animation, rather than before and after), and that Ease In and Ease Out do not overlap.


== Known Issues ==
In looped animations Ease In and Ease Out can always be up to 10 seconds.  This allows 1 frame animations, like those widely used in furniture and pose stands, to have smooth transitions.
A bug causes the animation to start playing as soon as Ease In starts, rather than after it ends (see [http://jira.secondlife.com/browse/VWR-25073 VWR-25073]).


A bug causes the Ease In and Ease Out values to be limited to very short durations when there are few frames in the animation (see [http://jira.secondlife.com/browse/VWR-25007 VWR-25007]).
==Choosing a Value==
:Workarounds for this bug include:
If you know what positions you will be transitioning from (for Ease In) and to (for Ease Out) determine how long it takes to do so believably.
:* in unlooped animations, add frames to make them longer (impossible if you ''need'' the animation to be short)
 
:* in 1 frame, looped end-to-end, animations (static poses), make the animation longer by placing another key, in the same pose, later in the time line
If you don't know what positions you will be transitioning from or to you may want to use standing with the arms at the sides as a substitute. Most positions you would find a humanoid in don't vary wildly from that. It's used as the neutral pose by many motion capture studios for that reason.
:* in more complex animations with loops, 'unroll' the loop by creating enough copies of the loop body inside the loop to make the animation long enough
 
Even though easing doesn't add frames between animations, using the amount of time it takes to believably transition from the end of the previous animation to the start of yours for Ease In, and from the end of your animation to the start of the next for Ease Out, seems to work well.
 
For most kinds of animations (e.g. ones for animation overriders, furniture, and dances) you should divide the time you found by 2, because you would expect the previous and next animations to have easing, and you don't want it to last twice as long as intended.
 
For animations intended to be played over top of other animations (e.g. for gestures and attachments) you should ''not'' divide the time you found by 2, because all easing will be done by your animation.


== See Also ==
== See Also ==
*[[Animation Life Cycle]]
*[[Animation Upload Loop Controls]]
*[[Animation Upload Priority]]


[[Category:LSL_Animation]]
[[Category:LSL_Animation]]

Latest revision as of 00:17, 30 September 2011

The purpose of easing is to provide smooth transitions between the previous, current, and next animations. This is very helpful since the animation that was playing previously, and the one that will play next, can usually vary.

How It Works

Ease In starts when your animation starts, and stops after the number of seconds you chose. Ease Out starts the number of seconds you chose before the end of the animation, and stops when your animation stops. Easing doesn't add to the length of the animation.

Most animators are concerned with easing between a animation just stopped and the next animation, usually with the same priority. A practical example would be changing between standing animations in a animation overrider. This works as expected so long as there is little or no time between the previous animation stopping and the next starting.

Easing can also occur between simultaneously played animations. For example, a standing animation is already playing, then a animation for a waving gesture starts, then the waving animation stops. In this example easing on the wave animation could provide a smooth transition between the standing animation and the beginning and end of the wave animation.

Limits

Ease In and Ease Out can never be less than 0 or more than 10 seconds.

In linear animations Ease In is limited to the length of the animation minus the seconds used for Ease Out, and Ease Out is limited to the length of the animation minus the seconds used for Ease In. This assures easing can't take longer than the animation (which is necessary, since it occurs during the animation, rather than before and after), and that Ease In and Ease Out do not overlap.

In looped animations Ease In and Ease Out can always be up to 10 seconds. This allows 1 frame animations, like those widely used in furniture and pose stands, to have smooth transitions.

Choosing a Value

If you know what positions you will be transitioning from (for Ease In) and to (for Ease Out) determine how long it takes to do so believably.

If you don't know what positions you will be transitioning from or to you may want to use standing with the arms at the sides as a substitute. Most positions you would find a humanoid in don't vary wildly from that. It's used as the neutral pose by many motion capture studios for that reason.

Even though easing doesn't add frames between animations, using the amount of time it takes to believably transition from the end of the previous animation to the start of yours for Ease In, and from the end of your animation to the start of the next for Ease Out, seems to work well.

For most kinds of animations (e.g. ones for animation overriders, furniture, and dances) you should divide the time you found by 2, because you would expect the previous and next animations to have easing, and you don't want it to last twice as long as intended.

For animations intended to be played over top of other animations (e.g. for gestures and attachments) you should not divide the time you found by 2, because all easing will be done by your animation.

See Also