Negative timeline and optional keyframing in cache mode
Posted: Tue Dec 07, 2010 10:33 am
Hi
It would be nice to have one of the following options, or both of them:
1) Manually define how many frames in the timeline are simulated in cache mode, while still simulating the actual timeline frames with keyframes and so on.
2) Negative timeline to have Cache mode enabled from frame -x to 0 and then automatically disabling/unlocking cache mode. It could help to save some time, certainly in rigid body stuff, where some keyframed objects have to interact with a simulation which does not run the way I want it in cache mode (when I want to create initial states for example) because the keyframes cannot be simulated with it. Same for fluids, and certainly there I would love to save some time on useless data output (if i want keyframed stuff, I need to run the sim unlocked). Dont really want to jump into "Export Central" every time that data output for presimulating initial states has to be disabled. Drives me nuts when I have many fluids.
Also, without a need of scripting, it would be damn nice to have trigger events like collisions or interactions which would unlock the timeline. Simulation settings and animations may change and evolve, so instead of having to test and tweak the frame offset all the time, it would be nice to have triggers.
It would be nice to have one of the following options, or both of them:
1) Manually define how many frames in the timeline are simulated in cache mode, while still simulating the actual timeline frames with keyframes and so on.
2) Negative timeline to have Cache mode enabled from frame -x to 0 and then automatically disabling/unlocking cache mode. It could help to save some time, certainly in rigid body stuff, where some keyframed objects have to interact with a simulation which does not run the way I want it in cache mode (when I want to create initial states for example) because the keyframes cannot be simulated with it. Same for fluids, and certainly there I would love to save some time on useless data output (if i want keyframed stuff, I need to run the sim unlocked). Dont really want to jump into "Export Central" every time that data output for presimulating initial states has to be disabled. Drives me nuts when I have many fluids.
Also, without a need of scripting, it would be damn nice to have trigger events like collisions or interactions which would unlock the timeline. Simulation settings and animations may change and evolve, so instead of having to test and tweak the frame offset all the time, it would be nice to have triggers.