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TAPESTRY: The Art of Representation and Abstraction

SketchUp + Kerkythea: Animation


SketchUp Animations

In SketchUp saved camera info (which includes more than just station point and focal point) is called a "scene". If your model has scenes defined, you will see a series of clickable buttons across the top of the model window, as shown below left. Click them to restore the saved view conditions.

You can also use the "Scenes" window to view, add, delete and reorder scenes. Open that window with "Window > Scenes".

You can create scenes by clicking on the circled-plus-sign in the upper left of the Scenes window, by using "View > Animation > Add scene" or it's keyboard equivalent.


You play an animation using "View > Animation > Play". The animation is created according to settings in the Model Info dialog shown at left and accessed via "Window > Model Info". If Enable scene transitions is checked, in-between frames are created by interpolating between scenes. The number of frames in the interpolation is controlled by the Transition: time value. At the end of each scene-to-scene transition, the camera dwells on a scene for the amount of time specified in the Slide delay:time.

Pure SketchUp Animations

Once you've defined your animation, you can render it with SketchUp itself by selecting "File > Export > Animation ...". In the export dialog you'll be able to select the format (.mov will get you a QuickTime movie), and (using the "Expert" settings within the "Options" dialog) the codec, the frame size, the frame rate, etc. Of course, you can't employ any rendering features that SketchUp doesn't usually provide (fancy textures, multiple lights, etc.) For those, you need Kerkythea.

Here's a couple of sample animations. Both are 122 frames, 320x240 pixels. The file on the left was compressed as "Photo JPG" and is 1.1MB. The one on the right is "H.264" and only 414k, or about 40% of the size of the Photo JPG file.

Notes on SketchUp Animations

SketchUp lets you animate the camera, the sun, and (in theory) the "face me" components. That's it. No geometrical changes during the animation (moving or growing geometry, moving cars, etc). No texture changes (no live TV screens). Those are limitations, but when you're doing an animation about a building, most of it doesn't need to move.

A Helpful Tutorial on Kerkythea Animations

Tutorial on SKP+KT Animation for Architects

Notes on the Tutorial

Saving Time on Long Animations

IF you have multiple computers available with Kerkythea on them, you can place a duplicate of your (animation) folder on each, edit the (model).kst text file to divide the work between computers, run the animation scripts on each, and then merge the folders of finished frames back together to make the final animation. If that sounds like something you might want to do, read on ...

Each of your rendering machines will need the same setup, including any special textures, etc.. Each will need a copy of the (animation) folder, but each will need an edited copy of the animation script, which is in the (model).kst file. The (model).kst file itself is pretty simple. It looks something like this. The "messages" are script commands that Kerkythea executes and the general pattern is "merge a frame-definition (xml) file, render the frame, save the frame". If you keep the first few lines intact, you can delete groups of merge/render/save commands to avoid rendering those frames.

So, if you have two machines, you need two versions of the (model).kst file, one for each machine. If you're doing 200 frames in total, you could edit the first file to do frames 0 through 100, and modify the second file to do frame 0 plus frames 101 through 200. Put one script on machine "A" and one on machine "B" and follow the instructions above for running the script on each.

CAUTION!
If you are rendering in such a way that you are re-using light-cache or photon-map data from frame to frame, you may need to pre-render and save a complete photon-map prior to splitting the kst script file into parts.


Last updated: April, 2014

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