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Ventuz 6 Quick Guide

  • Introduction
  • Getting Started
  • Ventuz Editions
  • Designer Overview
  • Ventuz System Requirements
  • Configuration
  • Video/Audio Configuration
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  • Optimize Rendering Performance
  • Supported Formats
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  • Ventuz 5 Migration Guide
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Ventuz 6 Designer

  • Index
  • Getting Started
  • Designer Options
  • Designer Overview
Projects & Scenes
  • Projects and Scenes
  • Project Browser
  • Project Properties
  • Project Maintenance
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  • Scene Tree
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Interface
  • Designer Interface
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  • Layer Editor
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  • Content Editor
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  • Animation and State Engine
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  • Shortcuts Animation Editor
  • Text Rendering
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  • Multitouch
  • TUIO Protocol
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  • How to work with Head Mounted Displays
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  • Multi Display Setups and Shaping
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  • Available Nodes
  • Animation Nodes
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  • Slides Nodes
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Ventuz 6 Node Reference

ANIMATION
  • Mover
  • Alternator
  • Simple Control
  • Timeline Control
  • Anmation Rig
  • Keyframe Animation
  • Animation Group
COLOR/MATERIAL
  • Alpha
  • Fog
  • Ground Fog
  • Sky Box
  • Color to RGBA
  • HSLA to Color
  • RGBA to Color
  • Color Transformer
  • HLSL Shader
  • Color
  • Material
  • Color Picker
  • Substance Material
DATA
  • Database
  • Excel
  • JSON
  • RSS Feed
  • Resource Linker
  • Text File
  • XML
GEOMETRY
  • Rectangle
  • Rounded Rectangle
  • Gradient Rectangle
  • Overlay Rectangle
  • Cube
  • Circle
  • Sphere
  • Cylinder
  • Cone
  • Torus
  • Chart
  • Random Points
  • Mesh Loader
  • Geometry Import (Live)
  • Volume
  • Get Bounding Box
  • Arrow
  • Particle System
  • Path Renderer
  • Geometry Renderer
INTERACTION
  • Interaction Rect
  • Touch Button
  • Touch Excluder
  • Touch Marker
  • Touch Paint
  • Touch Pattern
  • Touch Proxy
  • Touch Ripples
  • Touch Transformations
  • Web Browser
  • Touch Teleport
  • Touch Simulator
INPUT/OUTPUT (I/O)
  • GPI
  • Joystick
  • Keyboard
  • MIDI
  • Mouse
  • Network
  • Open Sound Control
  • Serial
  • Timecode
  • DMX
LAYER
  • 3D Layers
  • 3D Layer Reference
  • 2D Layers
  • PSD Import Layer
  • Others
LIGHT
  • Light Sources
LOGIC
  • Array Processing
  • Convert To Text
  • Cluster Synchronization
  • Counter
  • Date Time
  • Directory
  • Dispatcher
  • Enumeration
  • Expressions
  • Invert
  • Log
  • Loop Breaker
  • Math Effects
  • Matrix Operations
  • Scene Event
  • Script
  • String Operations
  • System ID
  • Text Splitter
  • Timer
  • Toggle
  • URL
  • Value Switch
  • Value Buffer
  • Variables
  • Visual Indexer
RENDER OPTIONS
  • Alpha Blending
  • Color Write
  • Alpha Testing
  • Clip Plane
  • Filter
  • Mask
  • Mirror
  • Effect
  • Render Cube Map
  • Draw Modes
  • Stencil
  • ZTesting
SOUND
  • Audio Clip
  • Sound
  • Volume Control
  • Audio Analysis
SLIDES
  • Slide Manager
  • Slide
  • Slide Port
  • Pivot
TEXT
  • Text Effects
  • Text Layouts
  • Text Rendering
TEXTURE
  • Background
  • Hatch
  • Image
  • Texture
  • SVG Loader
  • Gradient Texture
  • Live Video
  • Movie Stream
  • Movie Frame
  • Movie Clip
  • Texture Loader
  • Snapshot
  • Snapshot Framebuffer
  • Texture Saver
  • Video Source Selector
  • VIO Input
  • Spout Receiver
  • NDI Receiver
  • Substance Loader
VR/AR
  • Tracked Devices
  • Draw Tracked Devices
WORLD
  • Axis
  • Billboard
  • GetWorld
  • SetWorld
  • Arrange
  • Ticker
  • Layout
  • Group
  • World Z Sort
  • YesNo
  • Switch
  • Spread
  • Filter Pass
  • Set Pass
  • Hierarchy Container
  • Scene Port
  • Content Container
  • Template Port
  • Container Info
  • Camera
  • Paths

Ventuz 6 Configuration Editor

  • Configuration
  • Machine Configuration
  • Video/Audio Configuration
  • Web Configuration Editor and License Manager
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Supported Hardware
  • How to Setup a Cluster Render

Ventuz 6 Director

  • Application Settings
  • Assets
  • Channels
  • Command Line Options
  • Content References
  • Designing Templates
  • Environment
  • Glossary
  • Index
  • Introduction
  • Pages
  • Playlist
  • Plug-Ins
  • Project Data
  • Property Editor
  • Shortcuts
  • GPI Configuration
  • Shot Box
  • Show
  • Taking Action
  • Timeline
  • Topology
  • User Interface
  • Director Mode
  • Macros

How To

  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop workflow
  • How to use Head Mounted Displays
  • How to work with Shadows
  • How to use Emoijs
  • How to Build a Template
  • How to use Newtek NDI
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to Setup a Cluster Render
  • How to use a Mixed Frame Rate Cluster
  • How to use Tracking
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How to setup Spout with Ventuz
  • How to use the Substance Integration

Keyboard Shortcuts

  • Summary Shortcuts
  • Layer Editor Shortcuts
  • Hierarchy Editor Shortcuts
  • Content Editor Shortcuts
  • Animation Editor Shortcuts
  • Director Shortcuts

Advanced and Development

  • Command Line Options
  • Remoting Overview
  • Remoting 4
  • Remoting 4 via Websockets
  • Deprecated Remoting
  • Ventuz IP Ports
  • Ventuz Machine Service
  • Remoting Machine Signature
  • TUIO
  • .NET Scripting
  • HLSL Shader Programming
  • Ventuz API and SDK
  • Ventuz VIO API
  • Ventuz File Format (VFF)
  • Ventuz Stream Out API

General Reference

  • Terminology
  • Manual Index

Miscellaneous

  • Presets
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Keyframe Animation

Keyframe Animation This node contains the animation curves and the animation logic for all bound properties.
Animation Group Groups different Keyframe Animations to be concurrent in the Template Engine.

Animation Node vs Main Animation

By default, the scene has a Main Animation that can be accessed in the Animation Editor from anywhere in the scene. But in contrast to most 3D applications, Ventuz does not have to associate animations with the scene directly. Instead, the curves, keyframes and logic information of an animation also can all belong to a Keyframe Animation Node. A scene can therefore have any number of independent animations each with its own set of animated properties, timeline and keyframes. The information of an animation can be edited in the Animation Editor by changing the edited Animation with the dropdown menu. For more information on animations in general, see Animation and State Engine.

Each Keyframe Animation node contains a timeline which is independent of the global scene time. To play an animation without a State Logic, a Control Node has to be bound to the Control Input Property.

Animation Logic

If an animation contains an Animation Logic, the nodes icon changes and additional input as well as output properties are available.

Each node will then provide a number of Input Methods that can be used to interact with the state machine. For an explanation on the semantics of Begin/Next/Prev/Present/End, please refer to Animation Editor. Additional methods can be added by using the Custom Model button. When the AutoBegin property is true, the State Machine will jump to the Begin state when the scene is being opened.

The Global Speed specifies how the animation timelines are mapped to the global time. If a keyframe animation is 10 seconds long and the Global Speed is at 50%, the animation will take 20 seconds to play.

On the output side, there are a number of Output Properties that give feedback on the current state of the State Machine. The IDs and names returned here can be set as properties of the states in the Animation Editor.

Starting with Ventuz 4, copying & pasting a Keyframe Animation Node also copies all animation channels and keyframes as one would expect. For nested animations, animation channels and keyframes are preserved even if the binding to the nested animation is removed.

Animation Group

The Animation Group Node can be used to make multiple Templates in a Keyframe Animation Node mutually exclusive. To group Keyframe Animation Nodes the Control Input Property has to be bound to the Animation Group Node. Bound Keyframe Animation Nodes have a similar icon as the Animation Group Node. For more information about Templates and the meaning of the Animation Group Node, see Template Engine.

The Animation Group node is designed for the Ventuz Template Engine and can not be controlled by another Keyframe Animation or Animation Control Node.

See also:
  • Animation Editor
  • Animation and State Engine
  • Animation Controls

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