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	<id>https://wiki.urchn.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bassam</id>
	<title>URCHN Arkipelago - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.urchn.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bassam"/>
	<link rel="alternate" type="text/html" href="https://wiki.urchn.org/wiki/Special:Contributions/Bassam"/>
	<updated>2026-04-11T00:49:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.urchn.org/index.php?title=Stopmotion&amp;diff=727</id>
		<title>Stopmotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Stopmotion&amp;diff=727"/>
		<updated>2022-02-01T23:47:22Z</updated>

		<summary type="html">&lt;p&gt;Bassam: Documentation for Blender Stop Motion Addon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stop Motion Page&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Scripts&amp;diff=726</id>
		<title>Scripts</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Scripts&amp;diff=726"/>
		<updated>2022-02-01T23:46:49Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Pipeline Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General instructions ==&lt;br /&gt;
*[[How to install Addons]]&lt;br /&gt;
&lt;br /&gt;
== SFX Scripts ==&lt;br /&gt;
* [[Mushroomer]]&lt;br /&gt;
* Current [[Roach Walk Sim]]&lt;br /&gt;
* Old [[Roach Crowd Sim]]&lt;br /&gt;
* [[Particle Baker]]&lt;br /&gt;
* [[Animation To Path]]&lt;br /&gt;
* [[Timelapse toolbox]]&lt;br /&gt;
*[[Meshcacher]]&lt;br /&gt;
&lt;br /&gt;
== Pipeline Scripts ==&lt;br /&gt;
* [[Reference_desk]]&lt;br /&gt;
* [[Geppetto]]&lt;br /&gt;
* [[Layer_names]]&lt;br /&gt;
* [[blendflakes]]&lt;br /&gt;
* [[zippo]]&lt;br /&gt;
* [[meshcacher]]&lt;br /&gt;
* [[stopmotion]]&lt;br /&gt;
&lt;br /&gt;
== Shading Scripts ==&lt;br /&gt;
* [[Multi_dirty_verts]]&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Blender_2.9_Migration&amp;diff=705</id>
		<title>Blender 2.9 Migration</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Blender_2.9_Migration&amp;diff=705"/>
		<updated>2020-07-15T20:21:09Z</updated>

		<summary type="html">&lt;p&gt;Bassam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Problem:&amp;#039;&amp;#039;&amp;#039; We need a good strategy to migrate to blender 2.9 without blowing up our checkout (2.7 needs to stay working while we are migrating) and also our repo.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Solution:&amp;#039;&amp;#039;&amp;#039; We&amp;#039;ll (sorta) follow Subversion&amp;#039;s migration strategy:&lt;br /&gt;
# the two main folders to migrate are lib/ and scenes/ in the main project folder.&lt;br /&gt;
# create branches/blender29/ in main tube/ folder&lt;br /&gt;
# create lib/ and scenes/ in the blender29/ folder&lt;br /&gt;
# commit these to Subversion&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;copy or move (windows) or symlink (linux) lib/maps and lib/maps_low if needed/&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# replicate the rest of the folder structures under lib/ and scenes/ (excluding the existing *28/ ) folders and commit these to subversion&lt;br /&gt;
# Create a new addon that is a combination of the old sparkleshart and migrate28, that uses svn copy to duplicate the files, and then migration heuristics to change those files.&lt;br /&gt;
# Manually check, copying/ changing if needed&lt;br /&gt;
# Commit new files&lt;br /&gt;
&lt;br /&gt;
Much later:&lt;br /&gt;
* SVN delete the old lib/ and scenes/ file&lt;br /&gt;
* SVN rename the folders to switch branches/blender29/ to main/&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Blender_2.9_Migration&amp;diff=704</id>
		<title>Blender 2.9 Migration</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Blender_2.9_Migration&amp;diff=704"/>
		<updated>2020-07-15T16:17:54Z</updated>

		<summary type="html">&lt;p&gt;Bassam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Problem:&amp;#039;&amp;#039;&amp;#039; We need a good strategy to migrate to blender 2.9 without blowing up our checkout (2.7 needs to stay working while we are migrating) and also our repo.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Solution:&amp;#039;&amp;#039;&amp;#039; We&amp;#039;ll (sorta) follow Subversion&amp;#039;s migration strategy:&lt;br /&gt;
* the two main folders to migrate are lib/ and scenes/ in the main project folder.&lt;br /&gt;
* create branches/blender29/ in main tube/ folder&lt;br /&gt;
* create lib/ and scenes/ in the blender29/ folder&lt;br /&gt;
* commit these to Subversion&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;copy or move (windows) or symlink (linux) lib/maps and lib/maps_low if needed/&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* replicate the rest of the folder structures under lib/ and scenes/ (excluding the existing *28/ ) folders and commit these to subversion&lt;br /&gt;
* Create a new addon that is a combination of the old sparkleshart and migrate28, that uses svn copy to duplicate the files, and then migration heuristics to change those files.&lt;br /&gt;
* Manually check, copying/ changing if needed&lt;br /&gt;
* Commit new files&lt;br /&gt;
&lt;br /&gt;
Much later:&lt;br /&gt;
* SVN delete the old lib/ and scenes/ file&lt;br /&gt;
* SVN rename the folders to switch branches/blender29/ to main/&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Blender_2.9_Migration&amp;diff=703</id>
		<title>Blender 2.9 Migration</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Blender_2.9_Migration&amp;diff=703"/>
		<updated>2020-07-13T14:46:17Z</updated>

		<summary type="html">&lt;p&gt;Bassam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Problem:&amp;#039;&amp;#039;&amp;#039; We need a good strategy to migrate to blender 2.9 without blowing up our checkout (2.7 needs to stay working while we are migrating) and also our repo.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Solution:&amp;#039;&amp;#039;&amp;#039; We&amp;#039;ll (sorta) follow Subversion&amp;#039;s migration strategy:&lt;br /&gt;
* the two main folders to migrate are lib/ and scenes/ in the main project folder.&lt;br /&gt;
* create branches/blender29/ in main tube/ folder&lt;br /&gt;
* create lib/ and scenes/ in the blender29/ folder&lt;br /&gt;
* commit these to Subversion&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;copy or move (windows) or symlink (linux) lib/textures/&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* replicate the rest of the folder structures under lib/ and scenes/ (excluding the existing *28/ ) folders and commit these to subversion&lt;br /&gt;
* Create a new addon that is a combination of the old sparkleshart and migrate28, that uses svn copy to duplicate the files, and then migration heuristics to change those files.&lt;br /&gt;
* Manually check, copying/ changing if needed&lt;br /&gt;
* Commit new files&lt;br /&gt;
&lt;br /&gt;
Much later:&lt;br /&gt;
* SVN delete the old lib/ and scenes/ file&lt;br /&gt;
* SVN rename the folders to switch branches/blender29/ to main/&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Main_Page&amp;diff=702</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Main_Page&amp;diff=702"/>
		<updated>2020-07-13T14:45:13Z</updated>

		<summary type="html">&lt;p&gt;Bassam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Documentation ==&lt;br /&gt;
=== Story ===&lt;br /&gt;
* [[Story]]&lt;br /&gt;
&lt;br /&gt;
=== Style and Guidelines ===&lt;br /&gt;
* [[Propaganda]]&lt;br /&gt;
* [[Advertisement]]&lt;br /&gt;
* [[Text]]&lt;br /&gt;
* [[Timelapse]]&lt;br /&gt;
* [[Color|Color and lighting]]&lt;br /&gt;
&lt;br /&gt;
=== Assets ===&lt;br /&gt;
* [[Scripts]]&lt;br /&gt;
* [[Rigs]]&lt;br /&gt;
* [[Models]]&lt;br /&gt;
* [[Assets]]&lt;br /&gt;
* [[Software]]&lt;br /&gt;
&lt;br /&gt;
=== Project Management/Communication ===&lt;br /&gt;
* [[Blender 2.9 Migration]]&lt;br /&gt;
* [[SVN and Helga access]]&lt;br /&gt;
* [[Sparkleshare]]&lt;br /&gt;
* [[IRC]]&lt;br /&gt;
* [[Funding]]&lt;br /&gt;
* &amp;#039;live&amp;#039; video and voice: [[skype/google hangouts]]&lt;br /&gt;
&lt;br /&gt;
=== Workflow ===&lt;br /&gt;
* [[Creating a linkable asset]]&lt;br /&gt;
* [[Shot pipeline]]&lt;br /&gt;
* [[Layout]]&lt;br /&gt;
* [[Animation Notes]]&lt;br /&gt;
* [[Hair Sim workflow]]&lt;br /&gt;
* [[Lighting and rendering workflow]]&lt;br /&gt;
* [[Timelapse Assets]]&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
* [[Maya to Blender]]&lt;br /&gt;
* [[Object and Material ID table]]&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Blender_2.9_Migration&amp;diff=701</id>
		<title>Blender 2.9 Migration</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Blender_2.9_Migration&amp;diff=701"/>
		<updated>2020-07-13T14:44:11Z</updated>

		<summary type="html">&lt;p&gt;Bassam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Problem:&amp;#039;&amp;#039;&amp;#039; We need a good strategy to migrate to blender 2.9 without blowing up our checkout (2.7 needs to stay working while we are migrating) and also our repo.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Solution:&amp;#039;&amp;#039;&amp;#039; We&amp;#039;ll (sorta) follow Subversion&amp;#039;s migration strategy:&lt;br /&gt;
* the two main folders to migrate are lib/ and scenes/ in the main project folder.&lt;br /&gt;
* create branches/blender29/ in main tube/ folder&lt;br /&gt;
* create lib/ and scenes/ in the blender29/ folder&lt;br /&gt;
* commit these to Subversion&lt;br /&gt;
* replicate folder structures under lib/ and scenes/ (excluding the existing *28/ ) folders and commit these to subversion&lt;br /&gt;
* Create a new addon that is a combination of the old sparkleshart and migrate28, that uses svn copy to duplicate the files, and then migration heuristics to change those files.&lt;br /&gt;
* Manually check, copying/ changing if needed&lt;br /&gt;
* Commit new files&lt;br /&gt;
&lt;br /&gt;
Much later:&lt;br /&gt;
* SVN delete the old lib/ and scenes/ file&lt;br /&gt;
* SVN rename the folders to switch branches/blender29/ to main/&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Blender_2.9_Migration&amp;diff=700</id>
		<title>Blender 2.9 Migration</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Blender_2.9_Migration&amp;diff=700"/>
		<updated>2020-07-13T14:39:15Z</updated>

		<summary type="html">&lt;p&gt;Bassam: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Problem:&amp;#039;&amp;#039;&amp;#039; We need a good strategy to migrate to blender 2.9 without blowing up our checkout (2.7 needs to stay working while we are migrating) and also our repo. &amp;#039;&amp;#039;&amp;#039;Solut...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Problem:&amp;#039;&amp;#039;&amp;#039; We need a good strategy to migrate to blender 2.9 without blowing up our checkout (2.7 needs to stay working while we are migrating) and also our repo.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Solution:&amp;#039;&amp;#039;&amp;#039; We&amp;#039;ll (sorta) follow Subversion&amp;#039;s migration strategy:&lt;br /&gt;
* the two main folders to migrate are lib/ and scenes/ in the main project folder.&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Advertisement&amp;diff=699</id>
		<title>Advertisement</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Advertisement&amp;diff=699"/>
		<updated>2017-07-23T23:12:25Z</updated>

		<summary type="html">&lt;p&gt;Bassam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== When ==&lt;br /&gt;
We&amp;#039;ll see advertisements mainly in the transition to act_2, and in act_3. The advertisements can and should be varied, but here are some basic guidelines and ideas&lt;br /&gt;
== Fonts ==&lt;br /&gt;
Use the font [https://urchn.org/post/type-in-wires-for-empathy Soomerian Modern], available in the SVN repo, or downloadable [http://urchn.org/tube/Soomerian.zip here]&lt;br /&gt;
This font can be modified in font editing programs such as [http://birdfont.org/ birdfont] in combination with vector editors such as [https://inkscape.org/en/ inkscape], or simply in your image editor, to achieve desired effects such as decorations, styles, kerning, or special effects such as stencil or strike through.&lt;br /&gt;
== Inspiration/Reference ==&lt;br /&gt;
=== Travel and or Movie Posters ===&lt;br /&gt;
Invisible Cities by Italo Calvino is an excellent starting point for inspiring travelog style advertisements, like those put out by travel agencies to advertise a location. The cities are conceptual and on a theme, and could inspire a conceptual (or literal response). I prefer using travel images with simple colour pallets and small or no human figures in the image - focus on location/concept/or mood rather than on a personal image.&lt;br /&gt;
Some randomish links for travel images:&lt;br /&gt;
[https://misslovelight.files.wordpress.com/2008/03/sta011.jpg]&lt;br /&gt;
Illustrations for Calvino cities (much cooler reference):&lt;br /&gt;
[https://4.bp.blogspot.com/_0uxiDUIwkXw/TIE14A7g2QI/AAAAAAAAACU/RD2pKG1hgcc/s1600/DSCN4182.JPG]&lt;br /&gt;
[https://mir-s3-cdn-cf.behance.net/project_modules/disp/10587d8262069.560ba047936e0.jpg]&lt;br /&gt;
So what&amp;#039;s being asked is to blend the Calvino concepts with text/layout used in advertising. The result can be either a travel image or a film poster (theater play also possible). The basic idea is that most of the advertisments is portraying possible worlds.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
FreeBassel-by-Ahmad-Ali.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Advertisement&amp;diff=698</id>
		<title>Advertisement</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Advertisement&amp;diff=698"/>
		<updated>2017-07-23T23:00:30Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Fonts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== When ==&lt;br /&gt;
We&amp;#039;ll see advertisements mainly in the transition to act_2, and in act_3. The advertisements can and should be varied, but here are some basic guidelines and ideas&lt;br /&gt;
== Fonts ==&lt;br /&gt;
Use the font [https://urchn.org/post/type-in-wires-for-empathy Soomerian Modern], available in the SVN repo, or downloadable [http://urchn.org/tube/Soomerian.zip here]&lt;br /&gt;
This font can be modified in font editing programs such as [http://birdfont.org/ birdfont] in combination with vector editors such as [https://inkscape.org/en/ inkscape], or simply in your image editor, to achieve desired effects such as decorations, styles, kerning, or special effects such as stencil or strike through.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
FreeBassel-by-Ahmad-Ali.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Advertisement&amp;diff=697</id>
		<title>Advertisement</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Advertisement&amp;diff=697"/>
		<updated>2017-07-23T22:54:58Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* When */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== When ==&lt;br /&gt;
We&amp;#039;ll see advertisements mainly in the transition to act_2, and in act_3. The advertisements can and should be varied, but here are some basic guidelines and ideas&lt;br /&gt;
== Fonts ==&lt;br /&gt;
Use the font Soomerian Modern, available in the SVN repo, or downloadable here&lt;br /&gt;
This font can be modified in font editing programs such as birdfont, or simply in your image editor, to achieve desired effects such as decorations, styles, kerning, or special effects such as stencil or strike through.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
FreeBassel-by-Ahmad-Ali.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=SVN_and_Helga_access&amp;diff=694</id>
		<title>SVN and Helga access</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=SVN_and_Helga_access&amp;diff=694"/>
		<updated>2016-06-03T23:14:26Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* SVN (Subbversion) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Access to Helga and SVN.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Helga ==&lt;br /&gt;
&lt;br /&gt;
=== Signing In ===&lt;br /&gt;
&lt;br /&gt;
Access Helga here [http://anim.hampshire.edu Hampshire Animation]&lt;br /&gt;
&lt;br /&gt;
You will need a username and password&lt;br /&gt;
&lt;br /&gt;
If you just received a username your password is blank. Go &amp;#039;&amp;#039;immediately&amp;#039;&amp;#039; to the &amp;#039;MyHelga&amp;#039; tab, and create a password for yourself you can remember.&lt;br /&gt;
&lt;br /&gt;
=== What it is ===&lt;br /&gt;
&lt;br /&gt;
Helga is a project management/Asset management tool. On the front end, it looks like a webpage with lists of shots and models in the project. Each shot/model has a preview image, and a short &amp;#039;blog&amp;#039; where you can put in comments.&lt;br /&gt;
&lt;br /&gt;
Helga also knows who is working on a project, here you can be assigned to work on the shot/model. As you work, post comments in the Shot or Model, with a preview image or movie as an attachment. This makes it easy for the directors to reply with corrections/comments, and let you know when the work is final.&lt;br /&gt;
&lt;br /&gt;
Helga sends email to you on assignments, and lets you know in general how things are going.&lt;br /&gt;
&lt;br /&gt;
=== In short ===&lt;br /&gt;
&lt;br /&gt;
For most of us, it acts like a blog or flickr, with each shot having it&amp;#039;s own page where you can comment/upload preview images or videos. When you are working on your assigned task and need feedback, upload a comment with a preview, and the feedback will come in the same thread.&lt;br /&gt;
&lt;br /&gt;
==SVN (Subversion)==&lt;br /&gt;
&lt;br /&gt;
=== Repository and Working Copy ===&lt;br /&gt;
SVN is what is known as a Version Control System; it can take a collection of files and save them on a server (this is called the &amp;#039;&amp;#039;repository&amp;#039;&amp;#039;).&lt;br /&gt;
 Multiple people can &amp;#039;&amp;#039;&amp;#039;Check out&amp;#039;&amp;#039;&amp;#039; the files on their own machines (these are called &amp;#039;&amp;#039;working copies&amp;#039;&amp;#039;).&lt;br /&gt;
&lt;br /&gt;
=== Updating and Committing ===&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s say Liz modifies the file &amp;#039;train.blend&amp;#039; in the working copy. In order for Henri to work with her changes, she has to make them available to everybody - so she does what is called a &amp;#039;&amp;#039;&amp;#039;commit&amp;#039;&amp;#039;&amp;#039; . After the commit, the file is now on the &amp;#039;&amp;#039;&amp;#039;repository&amp;#039;&amp;#039;&amp;#039; but not on everybody&amp;#039;s &amp;#039;&amp;#039;&amp;#039;working copy&amp;#039;&amp;#039;&amp;#039;. &lt;br /&gt;
&lt;br /&gt;
Henri now has to run an &amp;#039;&amp;#039;&amp;#039;update&amp;#039;&amp;#039;&amp;#039; on his working copy. This will get the version of the file that Liz changed, and he can now use her changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Clients ===&lt;br /&gt;
&lt;br /&gt;
To work with SVN you need a special program installed on your computer. There are many of them, and they are all called &amp;#039;&amp;#039;&amp;#039;svn clients&amp;#039;&amp;#039;&amp;#039;. Some common ones are:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;svn&amp;#039;&amp;#039;&amp;#039; command line client (From a terminal in any OS) [http://subversion.apache.org/packages.html packages]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rapidsvn&amp;#039;&amp;#039;&amp;#039; (linux)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tortoise svn&amp;#039;&amp;#039;&amp;#039; (windows) [http://tortoisesvn.net/downloads.html Downloads]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;svnX&amp;#039;&amp;#039;&amp;#039; [http://www.lachoseinteractive.net/en/community/subversion/svnx/download/ Download](Mac)&lt;br /&gt;
&lt;br /&gt;
==== Instructions for the SVN terminal client ====&lt;br /&gt;
&lt;br /&gt;
To do the initial checkout , run:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;svn checkout PROJECTURL&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
To update a file:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;svn update FILEPATH&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
To update a directory:&lt;br /&gt;
&amp;#039;&amp;#039;&lt;br /&gt;
svn update&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
(if you are in the top directory of the project it will update all the files in the project)&lt;br /&gt;
&lt;br /&gt;
To commit a file:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;svn commit FILEPATH&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If you type:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;svn commit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It will commit all things in the current directory.&lt;br /&gt;
&lt;br /&gt;
=== Adding New Files ===&lt;br /&gt;
&lt;br /&gt;
If a file does not exist and you create it, you need to do an extra step before you can type svn commit. This is &amp;#039;&amp;#039;&amp;#039;svn add&amp;#039;&amp;#039;&amp;#039; which tells svn you are adding the new file:&lt;br /&gt;
&amp;#039;&amp;#039;&lt;br /&gt;
svn add FILEPATH&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
followed by:&lt;br /&gt;
&amp;#039;&amp;#039;&lt;br /&gt;
svn commit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== file structure ==&lt;br /&gt;
&lt;br /&gt;
Once you have checked out SVN, you have a bunch of files! a quick overview of directory structure follows:&lt;br /&gt;
&lt;br /&gt;
===scenes===&lt;br /&gt;
Contains all the shots of the movie!&lt;br /&gt;
====act_1====&lt;br /&gt;
Shots for act_1, typically one blend file per shot, a1sxx.blend (where xx is the shot number)&lt;br /&gt;
====act_2====&lt;br /&gt;
Same as act_1, but with a2sxx.blend files.&lt;br /&gt;
====act_3====&lt;br /&gt;
Same, but here a3sxx.blend&lt;br /&gt;
====edits====&lt;br /&gt;
Contains reel.blend, a live edit that links all the shots.&lt;br /&gt;
===lib===&lt;br /&gt;
Contains files that get linked into the scenes (usually as groups), also contains Python scripts, textures, etc. etc.&lt;br /&gt;
====models====&lt;br /&gt;
Here&amp;#039;s the meat! All our assets live here, except some really specific things that can just live in their own shots. We categorize so that the number of files in each folder is not so big...&lt;br /&gt;
=====chars=====&lt;br /&gt;
rigged characters such as gilgamesh and the roaches, crowd characters, etc.&lt;br /&gt;
=====vehicles=====&lt;br /&gt;
Trains live here&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=693</id>
		<title>Timelapse Assets</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=693"/>
		<updated>2016-05-13T17:17:08Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Shaders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating The Asset ==&lt;br /&gt;
Since the asset must show the effect of time, we need to make an animatable group with a time driver that will take from &amp;#039;creation&amp;#039; to &amp;#039;death&amp;#039; though in some cases we will only need a subsection of the total lifetime of an object.&lt;br /&gt;
For example, a security camera may be installed, operate for a while, age and rust, and finally cease function and be removed. The rig for the camera, in addition to controlling (for example) the swivel of the camera head, must have a property that can control the age of the camera in those stages. It&amp;#039;s easiest to break up this workflow into steps.&lt;br /&gt;
=== Modeling ===&lt;br /&gt;
This should resemble normal assets but there are some differences.&lt;br /&gt;
* Only use mesh objects for render-able parts of the asset; this is for the meshcacher later. This means if you need to use a curve with bevel, instead use a curve modifier on a mesh.&lt;br /&gt;
* You may need to make multiple &amp;#039;stages&amp;#039; of the meshes, if there are changes that other methods would be difficult to control. It&amp;#039;s easier to start from a main stage - something that is either undamaged, or lasts longest in the shot, and modify it to make other stages.&lt;br /&gt;
* If meshes will only be visible for a short period of time during the timelapse, don&amp;#039;t give them a lot of detail - and they probably don&amp;#039;t need an animated material.&lt;br /&gt;
=== Animation ===&lt;br /&gt;
&lt;br /&gt;
Next step is to animate the model/s. Don&amp;#039;t worry too much about rigging/linking, here are some helpful hints:&lt;br /&gt;
* shapekeys are nice for either specific changes, or for  general dishevelment&lt;br /&gt;
* lattice modifiers are nice because they can apply to multiple objects, you can then use a shapekey or other modifiers to affect the lattice&lt;br /&gt;
* the modifier stack is your friend!&lt;br /&gt;
* you can use mask modifiers to hide/unhide bits of your model, or booleans with animated cutters (but be careful, they&amp;#039;re finicky)&lt;br /&gt;
* direct animation (loc rot scale) should be rigged first - you can use armatures, hooks, any kind of modifiers.&lt;br /&gt;
* have fun, be creative!&lt;br /&gt;
&lt;br /&gt;
=== Shaders ===&lt;br /&gt;
[[file:AgingShadersLib.png]]&lt;br /&gt;
&lt;br /&gt;
Shaders might be the trickiest bit , the thing to remember is to think about how the material changes over time, not just fade it from &amp;#039;old&amp;#039; to &amp;#039;new&amp;#039; – the result will be either too subtle to see or somewhat fake looking if sped up. There&amp;#039;s a growing library of timelapse nodes  that should help with this – also if you end up creating something particularly cool, we can add it to the library. The library shaders also have a built in &amp;#039;time&amp;#039; input, so you don&amp;#039;t have worry about the aging as much. You can access them from reference desk by searching on &amp;#039;Aging&amp;#039; and then shift-a adding the node group into your material.&lt;br /&gt;
* Animating the contrast of a brightness contrast node can give the appearance of a texture &amp;#039;growing&amp;#039; or shrinking over time&lt;br /&gt;
* The same can be done (with more control) with a ramp node, but ramp nodes don&amp;#039;t allow inputs - [[Timelapse toolbox]] can fix this.&lt;br /&gt;
* Think of &amp;#039;plugging in boxes&amp;#039; layering groups on top of each other - dust,  dirt, cracking paint, rust, cracks, etc layering on top of each other.&lt;br /&gt;
&lt;br /&gt;
[[file:modularmaterial.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; You don&amp;#039;t have to make your materials modular: you can just animate them any old which way, and then, when you use timelapse toolbox to drive your animation in the 3D view, but it will non trivial to reuse bits from them later. This might become important if you are building variations on one material for the same asset/assets, or if you are making shaders for a library of node groups.&lt;br /&gt;
&lt;br /&gt;
=== Rigging (timelapse) ===&lt;br /&gt;
&lt;br /&gt;
Create an armature object (this should be the same one you use to control any non – timelapse animation of the group) and pick a bone that will be the driver for all the timelapse, and add a custom property to it – the name &amp;#039;time&amp;#039; is quite appropriate. Then on to timelapse toolbox!&lt;br /&gt;
&lt;br /&gt;
=== Timelapse Toolbox ===&lt;br /&gt;
&lt;br /&gt;
[[Timelapse toolbox]] contains all the tools you need to convert your local &amp;#039;in asset&amp;#039; animation, into driven animation, where all time based animation is set to a property on a single bone.&lt;br /&gt;
&lt;br /&gt;
== Asset-izing ==&lt;br /&gt;
Once Rigging / modelling/ shading is complete, refer to the [[Creating a linkable asset]], [[blendflakes]], [[Reference_desk]], etc. to make this easy and controlled to use.&lt;br /&gt;
== Use and Caching ==&lt;br /&gt;
The use of these assets in anim files is identical to most, with one exception. Start by adding the asset via reference desk or direct linking. I&amp;#039;ll encourage and disseminate a proxy creation script for the assets, to avoid having to manually press ctrl-alt-p and make the proxy.&lt;br /&gt;
After proxying, time / aging is achievable via the rig, as well as any additional animation required. &lt;br /&gt;
If you need more than one copy of an object (with different animation) you&amp;#039;ll need to use the [[meshcacher]] addon, which allows creating chaches of your animation, in order to create new ones.&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=File:Modularmaterial.png&amp;diff=692</id>
		<title>File:Modularmaterial.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=File:Modularmaterial.png&amp;diff=692"/>
		<updated>2016-05-13T17:12:52Z</updated>

		<summary type="html">&lt;p&gt;Bassam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=691</id>
		<title>Timelapse Assets</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=691"/>
		<updated>2016-05-13T17:12:23Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Shaders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating The Asset ==&lt;br /&gt;
Since the asset must show the effect of time, we need to make an animatable group with a time driver that will take from &amp;#039;creation&amp;#039; to &amp;#039;death&amp;#039; though in some cases we will only need a subsection of the total lifetime of an object.&lt;br /&gt;
For example, a security camera may be installed, operate for a while, age and rust, and finally cease function and be removed. The rig for the camera, in addition to controlling (for example) the swivel of the camera head, must have a property that can control the age of the camera in those stages. It&amp;#039;s easiest to break up this workflow into steps.&lt;br /&gt;
=== Modeling ===&lt;br /&gt;
This should resemble normal assets but there are some differences.&lt;br /&gt;
* Only use mesh objects for render-able parts of the asset; this is for the meshcacher later. This means if you need to use a curve with bevel, instead use a curve modifier on a mesh.&lt;br /&gt;
* You may need to make multiple &amp;#039;stages&amp;#039; of the meshes, if there are changes that other methods would be difficult to control. It&amp;#039;s easier to start from a main stage - something that is either undamaged, or lasts longest in the shot, and modify it to make other stages.&lt;br /&gt;
* If meshes will only be visible for a short period of time during the timelapse, don&amp;#039;t give them a lot of detail - and they probably don&amp;#039;t need an animated material.&lt;br /&gt;
=== Animation ===&lt;br /&gt;
&lt;br /&gt;
Next step is to animate the model/s. Don&amp;#039;t worry too much about rigging/linking, here are some helpful hints:&lt;br /&gt;
* shapekeys are nice for either specific changes, or for  general dishevelment&lt;br /&gt;
* lattice modifiers are nice because they can apply to multiple objects, you can then use a shapekey or other modifiers to affect the lattice&lt;br /&gt;
* the modifier stack is your friend!&lt;br /&gt;
* you can use mask modifiers to hide/unhide bits of your model, or booleans with animated cutters (but be careful, they&amp;#039;re finicky)&lt;br /&gt;
* direct animation (loc rot scale) should be rigged first - you can use armatures, hooks, any kind of modifiers.&lt;br /&gt;
* have fun, be creative!&lt;br /&gt;
&lt;br /&gt;
=== Shaders ===&lt;br /&gt;
[[file:AgingShadersLib.png]]&lt;br /&gt;
&lt;br /&gt;
Shaders might be the trickiest bit , the thing to remember is to think about how the material changes over time, not just fade it from &amp;#039;old&amp;#039; to &amp;#039;new&amp;#039; – the result will be either too subtle to see or somewhat fake looking if sped up. There&amp;#039;s a growing library of timelapse nodes  that should help with this – also if you end up creating something particularly cool, we can add it to the library. The library shaders also have a built in &amp;#039;time&amp;#039; input, so you don&amp;#039;t have worry about the aging as much. You can access them from reference desk by searching on &amp;#039;Aging&amp;#039; and then shift-a adding the node group into your material.&lt;br /&gt;
* Animating the contrast of a brightness contrast node can give the appearance of a texture &amp;#039;growing&amp;#039; or shrinking over time&lt;br /&gt;
* The same can be done (with more control) with a ramp node, but ramp nodes don&amp;#039;t allow inputs - [[Timelapse toolbox]] can fix this.&lt;br /&gt;
* Think of &amp;#039;plugging in boxes&amp;#039; layering groups on top of each other - dust,  dirt, cracking paint, rust, cracks, etc layering on top of each other.&lt;br /&gt;
&lt;br /&gt;
[[file:modularmaterial.png]]&lt;br /&gt;
&lt;br /&gt;
=== Rigging (timelapse) ===&lt;br /&gt;
&lt;br /&gt;
Create an armature object (this should be the same one you use to control any non – timelapse animation of the group) and pick a bone that will be the driver for all the timelapse, and add a custom property to it – the name &amp;#039;time&amp;#039; is quite appropriate. Then on to timelapse toolbox!&lt;br /&gt;
&lt;br /&gt;
=== Timelapse Toolbox ===&lt;br /&gt;
&lt;br /&gt;
[[Timelapse toolbox]] contains all the tools you need to convert your local &amp;#039;in asset&amp;#039; animation, into driven animation, where all time based animation is set to a property on a single bone.&lt;br /&gt;
&lt;br /&gt;
== Asset-izing ==&lt;br /&gt;
Once Rigging / modelling/ shading is complete, refer to the [[Creating a linkable asset]], [[blendflakes]], [[Reference_desk]], etc. to make this easy and controlled to use.&lt;br /&gt;
== Use and Caching ==&lt;br /&gt;
The use of these assets in anim files is identical to most, with one exception. Start by adding the asset via reference desk or direct linking. I&amp;#039;ll encourage and disseminate a proxy creation script for the assets, to avoid having to manually press ctrl-alt-p and make the proxy.&lt;br /&gt;
After proxying, time / aging is achievable via the rig, as well as any additional animation required. &lt;br /&gt;
If you need more than one copy of an object (with different animation) you&amp;#039;ll need to use the [[meshcacher]] addon, which allows creating chaches of your animation, in order to create new ones.&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=690</id>
		<title>Timelapse Assets</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=690"/>
		<updated>2016-05-13T16:56:37Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Use and Caching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating The Asset ==&lt;br /&gt;
Since the asset must show the effect of time, we need to make an animatable group with a time driver that will take from &amp;#039;creation&amp;#039; to &amp;#039;death&amp;#039; though in some cases we will only need a subsection of the total lifetime of an object.&lt;br /&gt;
For example, a security camera may be installed, operate for a while, age and rust, and finally cease function and be removed. The rig for the camera, in addition to controlling (for example) the swivel of the camera head, must have a property that can control the age of the camera in those stages. It&amp;#039;s easiest to break up this workflow into steps.&lt;br /&gt;
=== Modeling ===&lt;br /&gt;
This should resemble normal assets but there are some differences.&lt;br /&gt;
* Only use mesh objects for render-able parts of the asset; this is for the meshcacher later. This means if you need to use a curve with bevel, instead use a curve modifier on a mesh.&lt;br /&gt;
* You may need to make multiple &amp;#039;stages&amp;#039; of the meshes, if there are changes that other methods would be difficult to control. It&amp;#039;s easier to start from a main stage - something that is either undamaged, or lasts longest in the shot, and modify it to make other stages.&lt;br /&gt;
* If meshes will only be visible for a short period of time during the timelapse, don&amp;#039;t give them a lot of detail - and they probably don&amp;#039;t need an animated material.&lt;br /&gt;
=== Animation ===&lt;br /&gt;
&lt;br /&gt;
Next step is to animate the model/s. Don&amp;#039;t worry too much about rigging/linking, here are some helpful hints:&lt;br /&gt;
* shapekeys are nice for either specific changes, or for  general dishevelment&lt;br /&gt;
* lattice modifiers are nice because they can apply to multiple objects, you can then use a shapekey or other modifiers to affect the lattice&lt;br /&gt;
* the modifier stack is your friend!&lt;br /&gt;
* you can use mask modifiers to hide/unhide bits of your model, or booleans with animated cutters (but be careful, they&amp;#039;re finicky)&lt;br /&gt;
* direct animation (loc rot scale) should be rigged first - you can use armatures, hooks, any kind of modifiers.&lt;br /&gt;
* have fun, be creative!&lt;br /&gt;
&lt;br /&gt;
=== Shaders ===&lt;br /&gt;
[[file:AgingShadersLib.png]]&lt;br /&gt;
&lt;br /&gt;
Shaders might be the trickiest bit , the thing to remember is to think about how the material changes over time, not just fade it from &amp;#039;old&amp;#039; to &amp;#039;new&amp;#039; – the result will be either too subtle to see or somewhat fake looking if sped up. There&amp;#039;s a growing library of timelapse nodes  that should help with this – also if you end up creating something particularly cool, we can add it to the library. The library shaders also have a built in &amp;#039;time&amp;#039; input, so you don&amp;#039;t have worry about the aging as much. You can access them from reference desk by searching on &amp;#039;Aging&amp;#039; and then shift-a adding the node group into your material.&lt;br /&gt;
* Animating the contrast of a brightness contrast node can give the appearance of a texture &amp;#039;growing&amp;#039; or shrinking over time&lt;br /&gt;
* The same can be done (with more control) with a ramp node, but ramp nodes don&amp;#039;t allow inputs - [[Timelapse toolbox]] can fix this.&lt;br /&gt;
* Think of &amp;#039;plugging in boxes&amp;#039; layering groups on top of each other - dust,  dirt, cracking paint, rust, cracks, etc layering on top of each other.&lt;br /&gt;
&lt;br /&gt;
=== Rigging (timelapse) ===&lt;br /&gt;
&lt;br /&gt;
Create an armature object (this should be the same one you use to control any non – timelapse animation of the group) and pick a bone that will be the driver for all the timelapse, and add a custom property to it – the name &amp;#039;time&amp;#039; is quite appropriate. Then on to timelapse toolbox!&lt;br /&gt;
&lt;br /&gt;
=== Timelapse Toolbox ===&lt;br /&gt;
&lt;br /&gt;
[[Timelapse toolbox]] contains all the tools you need to convert your local &amp;#039;in asset&amp;#039; animation, into driven animation, where all time based animation is set to a property on a single bone.&lt;br /&gt;
&lt;br /&gt;
== Asset-izing ==&lt;br /&gt;
Once Rigging / modelling/ shading is complete, refer to the [[Creating a linkable asset]], [[blendflakes]], [[Reference_desk]], etc. to make this easy and controlled to use.&lt;br /&gt;
== Use and Caching ==&lt;br /&gt;
The use of these assets in anim files is identical to most, with one exception. Start by adding the asset via reference desk or direct linking. I&amp;#039;ll encourage and disseminate a proxy creation script for the assets, to avoid having to manually press ctrl-alt-p and make the proxy.&lt;br /&gt;
After proxying, time / aging is achievable via the rig, as well as any additional animation required. &lt;br /&gt;
If you need more than one copy of an object (with different animation) you&amp;#039;ll need to use the [[meshcacher]] addon, which allows creating chaches of your animation, in order to create new ones.&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Scripts&amp;diff=689</id>
		<title>Scripts</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Scripts&amp;diff=689"/>
		<updated>2016-05-13T16:55:03Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Pipeline Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General instructions ==&lt;br /&gt;
*[[How to install Addons]]&lt;br /&gt;
&lt;br /&gt;
== SFX Scripts ==&lt;br /&gt;
* [[Mushroomer]]&lt;br /&gt;
* Current [[Roach Walk Sim]]&lt;br /&gt;
* Old [[Roach Crowd Sim]]&lt;br /&gt;
* [[Particle Baker]]&lt;br /&gt;
* [[Animation To Path]]&lt;br /&gt;
* [[Timelapse toolbox]]&lt;br /&gt;
*[[Meshcacher]]&lt;br /&gt;
&lt;br /&gt;
== Pipeline Scripts ==&lt;br /&gt;
* [[Reference_desk]]&lt;br /&gt;
* [[Geppetto]]&lt;br /&gt;
* [[Layer_names]]&lt;br /&gt;
* [[blendflakes]]&lt;br /&gt;
* [[zippo]]&lt;br /&gt;
* [[meshcacher]]&lt;br /&gt;
&lt;br /&gt;
== Shading Scripts ==&lt;br /&gt;
* [[Multi_dirty_verts]]&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=688</id>
		<title>Timelapse Assets</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=688"/>
		<updated>2016-05-13T16:34:07Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Shaders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating The Asset ==&lt;br /&gt;
Since the asset must show the effect of time, we need to make an animatable group with a time driver that will take from &amp;#039;creation&amp;#039; to &amp;#039;death&amp;#039; though in some cases we will only need a subsection of the total lifetime of an object.&lt;br /&gt;
For example, a security camera may be installed, operate for a while, age and rust, and finally cease function and be removed. The rig for the camera, in addition to controlling (for example) the swivel of the camera head, must have a property that can control the age of the camera in those stages. It&amp;#039;s easiest to break up this workflow into steps.&lt;br /&gt;
=== Modeling ===&lt;br /&gt;
This should resemble normal assets but there are some differences.&lt;br /&gt;
* Only use mesh objects for render-able parts of the asset; this is for the meshcacher later. This means if you need to use a curve with bevel, instead use a curve modifier on a mesh.&lt;br /&gt;
* You may need to make multiple &amp;#039;stages&amp;#039; of the meshes, if there are changes that other methods would be difficult to control. It&amp;#039;s easier to start from a main stage - something that is either undamaged, or lasts longest in the shot, and modify it to make other stages.&lt;br /&gt;
* If meshes will only be visible for a short period of time during the timelapse, don&amp;#039;t give them a lot of detail - and they probably don&amp;#039;t need an animated material.&lt;br /&gt;
=== Animation ===&lt;br /&gt;
&lt;br /&gt;
Next step is to animate the model/s. Don&amp;#039;t worry too much about rigging/linking, here are some helpful hints:&lt;br /&gt;
* shapekeys are nice for either specific changes, or for  general dishevelment&lt;br /&gt;
* lattice modifiers are nice because they can apply to multiple objects, you can then use a shapekey or other modifiers to affect the lattice&lt;br /&gt;
* the modifier stack is your friend!&lt;br /&gt;
* you can use mask modifiers to hide/unhide bits of your model, or booleans with animated cutters (but be careful, they&amp;#039;re finicky)&lt;br /&gt;
* direct animation (loc rot scale) should be rigged first - you can use armatures, hooks, any kind of modifiers.&lt;br /&gt;
* have fun, be creative!&lt;br /&gt;
&lt;br /&gt;
=== Shaders ===&lt;br /&gt;
[[file:AgingShadersLib.png]]&lt;br /&gt;
&lt;br /&gt;
Shaders might be the trickiest bit , the thing to remember is to think about how the material changes over time, not just fade it from &amp;#039;old&amp;#039; to &amp;#039;new&amp;#039; – the result will be either too subtle to see or somewhat fake looking if sped up. There&amp;#039;s a growing library of timelapse nodes  that should help with this – also if you end up creating something particularly cool, we can add it to the library. The library shaders also have a built in &amp;#039;time&amp;#039; input, so you don&amp;#039;t have worry about the aging as much. You can access them from reference desk by searching on &amp;#039;Aging&amp;#039; and then shift-a adding the node group into your material.&lt;br /&gt;
* Animating the contrast of a brightness contrast node can give the appearance of a texture &amp;#039;growing&amp;#039; or shrinking over time&lt;br /&gt;
* The same can be done (with more control) with a ramp node, but ramp nodes don&amp;#039;t allow inputs - [[Timelapse toolbox]] can fix this.&lt;br /&gt;
* Think of &amp;#039;plugging in boxes&amp;#039; layering groups on top of each other - dust,  dirt, cracking paint, rust, cracks, etc layering on top of each other.&lt;br /&gt;
&lt;br /&gt;
=== Rigging (timelapse) ===&lt;br /&gt;
&lt;br /&gt;
Create an armature object (this should be the same one you use to control any non – timelapse animation of the group) and pick a bone that will be the driver for all the timelapse, and add a custom property to it – the name &amp;#039;time&amp;#039; is quite appropriate. Then on to timelapse toolbox!&lt;br /&gt;
&lt;br /&gt;
=== Timelapse Toolbox ===&lt;br /&gt;
&lt;br /&gt;
[[Timelapse toolbox]] contains all the tools you need to convert your local &amp;#039;in asset&amp;#039; animation, into driven animation, where all time based animation is set to a property on a single bone.&lt;br /&gt;
&lt;br /&gt;
== Use and Caching ==&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=File:AgingShadersLib.png&amp;diff=687</id>
		<title>File:AgingShadersLib.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=File:AgingShadersLib.png&amp;diff=687"/>
		<updated>2016-05-13T16:32:37Z</updated>

		<summary type="html">&lt;p&gt;Bassam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=686</id>
		<title>Timelapse Assets</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=686"/>
		<updated>2016-05-13T16:32:20Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Shaders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating The Asset ==&lt;br /&gt;
Since the asset must show the effect of time, we need to make an animatable group with a time driver that will take from &amp;#039;creation&amp;#039; to &amp;#039;death&amp;#039; though in some cases we will only need a subsection of the total lifetime of an object.&lt;br /&gt;
For example, a security camera may be installed, operate for a while, age and rust, and finally cease function and be removed. The rig for the camera, in addition to controlling (for example) the swivel of the camera head, must have a property that can control the age of the camera in those stages. It&amp;#039;s easiest to break up this workflow into steps.&lt;br /&gt;
=== Modeling ===&lt;br /&gt;
This should resemble normal assets but there are some differences.&lt;br /&gt;
* Only use mesh objects for render-able parts of the asset; this is for the meshcacher later. This means if you need to use a curve with bevel, instead use a curve modifier on a mesh.&lt;br /&gt;
* You may need to make multiple &amp;#039;stages&amp;#039; of the meshes, if there are changes that other methods would be difficult to control. It&amp;#039;s easier to start from a main stage - something that is either undamaged, or lasts longest in the shot, and modify it to make other stages.&lt;br /&gt;
* If meshes will only be visible for a short period of time during the timelapse, don&amp;#039;t give them a lot of detail - and they probably don&amp;#039;t need an animated material.&lt;br /&gt;
=== Animation ===&lt;br /&gt;
&lt;br /&gt;
Next step is to animate the model/s. Don&amp;#039;t worry too much about rigging/linking, here are some helpful hints:&lt;br /&gt;
* shapekeys are nice for either specific changes, or for  general dishevelment&lt;br /&gt;
* lattice modifiers are nice because they can apply to multiple objects, you can then use a shapekey or other modifiers to affect the lattice&lt;br /&gt;
* the modifier stack is your friend!&lt;br /&gt;
* you can use mask modifiers to hide/unhide bits of your model, or booleans with animated cutters (but be careful, they&amp;#039;re finicky)&lt;br /&gt;
* direct animation (loc rot scale) should be rigged first - you can use armatures, hooks, any kind of modifiers.&lt;br /&gt;
* have fun, be creative!&lt;br /&gt;
&lt;br /&gt;
=== Shaders ===&lt;br /&gt;
[[file:AgingShadersLib.png]]&lt;br /&gt;
Shaders might be the trickiest bit , the thing to remember is to think about how the material changes over time, not just fade it from &amp;#039;old&amp;#039; to &amp;#039;new&amp;#039; – the result will be either too subtle to see or somewhat fake looking if sped up. There&amp;#039;s a growing library of timelapse nodes  that should help with this – also if you end up creating something particularly cool, we can add it to the library. The library also has a built in &amp;#039;time&amp;#039; input, so you don&amp;#039;t have worry about the aging as much.&lt;br /&gt;
* Animating the contrast of a brightness contrast node can give the appearance of a texture &amp;#039;growing&amp;#039; or shrinking over time&lt;br /&gt;
* The same can be done (with more control) with a ramp node, but ramp nodes don&amp;#039;t allow inputs - [[Timelapse toolbox]] can fix this.&lt;br /&gt;
* Think of &amp;#039;plugging in boxes&amp;#039; layering groups on top of each other - dust,  dirt, cracking paint, rust, cracks, etc layering on top of each other.&lt;br /&gt;
&lt;br /&gt;
=== Rigging (timelapse) ===&lt;br /&gt;
&lt;br /&gt;
Create an armature object (this should be the same one you use to control any non – timelapse animation of the group) and pick a bone that will be the driver for all the timelapse, and add a custom property to it – the name &amp;#039;time&amp;#039; is quite appropriate. Then on to timelapse toolbox!&lt;br /&gt;
&lt;br /&gt;
=== Timelapse Toolbox ===&lt;br /&gt;
&lt;br /&gt;
[[Timelapse toolbox]] contains all the tools you need to convert your local &amp;#039;in asset&amp;#039; animation, into driven animation, where all time based animation is set to a property on a single bone.&lt;br /&gt;
&lt;br /&gt;
== Use and Caching ==&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=685</id>
		<title>Timelapse Assets</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=685"/>
		<updated>2016-05-13T16:24:52Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Timelapse Toolbox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating The Asset ==&lt;br /&gt;
Since the asset must show the effect of time, we need to make an animatable group with a time driver that will take from &amp;#039;creation&amp;#039; to &amp;#039;death&amp;#039; though in some cases we will only need a subsection of the total lifetime of an object.&lt;br /&gt;
For example, a security camera may be installed, operate for a while, age and rust, and finally cease function and be removed. The rig for the camera, in addition to controlling (for example) the swivel of the camera head, must have a property that can control the age of the camera in those stages. It&amp;#039;s easiest to break up this workflow into steps.&lt;br /&gt;
=== Modeling ===&lt;br /&gt;
This should resemble normal assets but there are some differences.&lt;br /&gt;
* Only use mesh objects for render-able parts of the asset; this is for the meshcacher later. This means if you need to use a curve with bevel, instead use a curve modifier on a mesh.&lt;br /&gt;
* You may need to make multiple &amp;#039;stages&amp;#039; of the meshes, if there are changes that other methods would be difficult to control. It&amp;#039;s easier to start from a main stage - something that is either undamaged, or lasts longest in the shot, and modify it to make other stages.&lt;br /&gt;
* If meshes will only be visible for a short period of time during the timelapse, don&amp;#039;t give them a lot of detail - and they probably don&amp;#039;t need an animated material.&lt;br /&gt;
=== Animation ===&lt;br /&gt;
&lt;br /&gt;
Next step is to animate the model/s. Don&amp;#039;t worry too much about rigging/linking, here are some helpful hints:&lt;br /&gt;
* shapekeys are nice for either specific changes, or for  general dishevelment&lt;br /&gt;
* lattice modifiers are nice because they can apply to multiple objects, you can then use a shapekey or other modifiers to affect the lattice&lt;br /&gt;
* the modifier stack is your friend!&lt;br /&gt;
* you can use mask modifiers to hide/unhide bits of your model, or booleans with animated cutters (but be careful, they&amp;#039;re finicky)&lt;br /&gt;
* direct animation (loc rot scale) should be rigged first - you can use armatures, hooks, any kind of modifiers.&lt;br /&gt;
* have fun, be creative!&lt;br /&gt;
&lt;br /&gt;
=== Shaders ===&lt;br /&gt;
&lt;br /&gt;
Shaders might be the trickiest bit , the thing to remember is to think about how the material changes over time, not just fade it from &amp;#039;old&amp;#039; to &amp;#039;new&amp;#039; – the result will be either too subtle to see or somewhat fake looking if sped up. There&amp;#039;s a growing library of timelapse nodes  that should help with this – also if you end up creating something particularly cool, we can add it to the library. The library also has a built in &amp;#039;time&amp;#039; input, so you don&amp;#039;t have worry about the aging as much.&lt;br /&gt;
* Animating the contrast of a brightness contrast node can give the appearance of a texture &amp;#039;growing&amp;#039; or shrinking over time&lt;br /&gt;
* The same can be done (with more control) with a ramp node, but ramp nodes don&amp;#039;t allow inputs - [[Timelapse toolbox]] can fix this.&lt;br /&gt;
* Think of &amp;#039;plugging in boxes&amp;#039; layering groups on top of each other - dust,  dirt, cracking paint, rust, cracks, etc layering on top of each other.&lt;br /&gt;
&lt;br /&gt;
=== Rigging (timelapse) ===&lt;br /&gt;
&lt;br /&gt;
Create an armature object (this should be the same one you use to control any non – timelapse animation of the group) and pick a bone that will be the driver for all the timelapse, and add a custom property to it – the name &amp;#039;time&amp;#039; is quite appropriate. Then on to timelapse toolbox!&lt;br /&gt;
&lt;br /&gt;
=== Timelapse Toolbox ===&lt;br /&gt;
&lt;br /&gt;
[[Timelapse toolbox]] contains all the tools you need to convert your local &amp;#039;in asset&amp;#039; animation, into driven animation, where all time based animation is set to a property on a single bone.&lt;br /&gt;
&lt;br /&gt;
== Use and Caching ==&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=684</id>
		<title>Timelapse toolbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=684"/>
		<updated>2016-05-12T23:42:29Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Add a new Channel to Ramp Group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tools for Timelapse Makers in the 3D Editor ==&lt;br /&gt;
[[File:timelapsetools.png]]&lt;br /&gt;
Currently split into 7 tools, they will affect animation on the object, object-data, modifiers, shapekeys, materials and nodegroups level.&lt;br /&gt;
Activate via pie menu with hotkey ctrl F1&lt;br /&gt;
&lt;br /&gt;
=== Curves To Drivers ===&lt;br /&gt;
[[File:fcurvestodrivers.png]]&lt;br /&gt;
Transforms animation curves mapped to the Frame Start / Frame End of the current scene into drivers based on a property of the active pose bone.&lt;br /&gt;
Workflow:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Shift Select a bone with at least one driver you need to use&lt;br /&gt;
** Press Ctrl F1 and pick Curves to Drivers from the menu&lt;br /&gt;
** If you have more than one property, you will be presented with a popup to select which one to drive from, and then press OK&lt;br /&gt;
** Drivers are mapped to the min and max of the property (it should be a float) from frame start and frame end&lt;br /&gt;
** The original Actions are not deleted.&lt;br /&gt;
&lt;br /&gt;
=== Drivers To Curves ===&lt;br /&gt;
[[File:driverstofcurves.png]]&lt;br /&gt;
The Inverse of the previous option, it will copy the drivers mapped from the min/max of the property of the active pose bone into animation curves mapped to frame start/ frame end of the current scene. Workflow:&lt;br /&gt;
** select driven objects&lt;br /&gt;
** Shift Select a bone with the property you are driving with&lt;br /&gt;
** Press Ctrl F1 and pick Drivers to Curves from the menu&lt;br /&gt;
** If the bone has more than one property, you will be presented with a menu to select the desired one&lt;br /&gt;
** Curves will be created/ mapped to frame start/frame end from the min and max of that property&lt;br /&gt;
** The original drivers will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; be deleted, so you will need to do this if you want to see the animation.&lt;br /&gt;
&lt;br /&gt;
=== Display to Render ===&lt;br /&gt;
It is often desirable that renderability curves/drivers for the objects or their modifiers match exactly with visibility curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Display to Render from the menu&lt;br /&gt;
=== Render to Display ===&lt;br /&gt;
It is often desirable that visibility curves/drivers for the objects or their modifiers match exactly with renderability curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Render to Display from the menu&lt;br /&gt;
=== Un Drive ===&lt;br /&gt;
Once you have drivers on an object it will ignore the animation in actions: In order to see it once again, you will need to remove those drivers. This utility does just that:&lt;br /&gt;
** Select driven objects&lt;br /&gt;
** Press Ctrl F1 and select Un Drive from the menu&lt;br /&gt;
=== Un Curve ===&lt;br /&gt;
Once you&amp;#039;ve finished creating your driven setup you may not want those extra actions hanging around, doing nothing. Use UnCurve to unlink them:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Press Ctrl F1 and select Un Curve to unlink all actions from your objects&lt;br /&gt;
=== Show Bools ===&lt;br /&gt;
Coming soonish!&lt;br /&gt;
== Tools for Timelapse in the node editor (shaders) ==&lt;br /&gt;
[[File:TimelapseShaders.png]]&lt;br /&gt;
=== Create a Time Driven Group ===&lt;br /&gt;
while timelapse toolbox can directly convert material animation into drivers, this is only really good for &amp;#039;one-offs&amp;#039;: such materials will work just fine, but will be only usable for specific cases, not easily generalizable to reusable nodegroups. There is another way however: use timelapse toolbox within the node editor, to convert animated node trees into a node group with a &amp;#039;time&amp;#039; input. This will keep your animation curves, converting them into curve nodes with the time input as Fac, preserving delicate timing you&amp;#039;ve created.&lt;br /&gt;
Animated Color ramps can be used, Timelapse toolbox will simply convert them into nodegroups inside the main group.&lt;br /&gt;
&lt;br /&gt;
=== Turn Ramp Node into a Group ===&lt;br /&gt;
Color ramp nodes are super useful in timelapse sequences, video to help explain:&lt;br /&gt;
&amp;lt;HTML5video width=&amp;quot;720&amp;quot; height=&amp;quot;420&amp;quot;&amp;gt;rembrand&amp;lt;/HTML5video&amp;gt;&lt;br /&gt;
As you can see, the color-ramp, with animation, can change a grey scale texture into a progression over time. This can be done with any of the interpolation types, so you can use a constant interpolation to make the effect of &amp;#039;flakes&amp;#039; falling off - this can be done with an image texture or with voronoi cells texture.&lt;br /&gt;
The following interpolation types are supported by timelapse tools:&lt;br /&gt;
* Linear&lt;br /&gt;
* Constant&lt;br /&gt;
* Ease&lt;br /&gt;
bezier and cardinal are &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; supported, as the math is a bit more complex. However, there is no limit to how many stops you can use, or how you want to animate them (color or position)&lt;br /&gt;
However, each timelapse element is not available as an input, which means the only way to &amp;#039;access&amp;#039; them is through direct driving or animation. This is inconvenient for modularisation, so timelapse toolbox can convert the ramp into a nodegroup with explicit inputs for each element (position, color, or both):&lt;br /&gt;
[[file:Ramptogroup.png]]&lt;br /&gt;
&lt;br /&gt;
=== Add a new Channel to Ramp Group ===&lt;br /&gt;
Color ramp outputs are quite useful, each element will give us Color and Alpha. The latter can be used to drive (for example) a bump intensity, spec or a mix between multiple shaders. On occasion we&amp;#039;d like more channels per element, to use, for example, for glossiness, bump and roughness. We can&amp;#039;t do this to a regular color ramp, but if you&amp;#039;ve already converted one to a nodegroup, you can simply click on it, hit ctrl-F1 and add a new channel from the menu.&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=683</id>
		<title>Timelapse toolbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=683"/>
		<updated>2016-05-12T23:39:08Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Create a Time Driven Group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tools for Timelapse Makers in the 3D Editor ==&lt;br /&gt;
[[File:timelapsetools.png]]&lt;br /&gt;
Currently split into 7 tools, they will affect animation on the object, object-data, modifiers, shapekeys, materials and nodegroups level.&lt;br /&gt;
Activate via pie menu with hotkey ctrl F1&lt;br /&gt;
&lt;br /&gt;
=== Curves To Drivers ===&lt;br /&gt;
[[File:fcurvestodrivers.png]]&lt;br /&gt;
Transforms animation curves mapped to the Frame Start / Frame End of the current scene into drivers based on a property of the active pose bone.&lt;br /&gt;
Workflow:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Shift Select a bone with at least one driver you need to use&lt;br /&gt;
** Press Ctrl F1 and pick Curves to Drivers from the menu&lt;br /&gt;
** If you have more than one property, you will be presented with a popup to select which one to drive from, and then press OK&lt;br /&gt;
** Drivers are mapped to the min and max of the property (it should be a float) from frame start and frame end&lt;br /&gt;
** The original Actions are not deleted.&lt;br /&gt;
&lt;br /&gt;
=== Drivers To Curves ===&lt;br /&gt;
[[File:driverstofcurves.png]]&lt;br /&gt;
The Inverse of the previous option, it will copy the drivers mapped from the min/max of the property of the active pose bone into animation curves mapped to frame start/ frame end of the current scene. Workflow:&lt;br /&gt;
** select driven objects&lt;br /&gt;
** Shift Select a bone with the property you are driving with&lt;br /&gt;
** Press Ctrl F1 and pick Drivers to Curves from the menu&lt;br /&gt;
** If the bone has more than one property, you will be presented with a menu to select the desired one&lt;br /&gt;
** Curves will be created/ mapped to frame start/frame end from the min and max of that property&lt;br /&gt;
** The original drivers will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; be deleted, so you will need to do this if you want to see the animation.&lt;br /&gt;
&lt;br /&gt;
=== Display to Render ===&lt;br /&gt;
It is often desirable that renderability curves/drivers for the objects or their modifiers match exactly with visibility curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Display to Render from the menu&lt;br /&gt;
=== Render to Display ===&lt;br /&gt;
It is often desirable that visibility curves/drivers for the objects or their modifiers match exactly with renderability curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Render to Display from the menu&lt;br /&gt;
=== Un Drive ===&lt;br /&gt;
Once you have drivers on an object it will ignore the animation in actions: In order to see it once again, you will need to remove those drivers. This utility does just that:&lt;br /&gt;
** Select driven objects&lt;br /&gt;
** Press Ctrl F1 and select Un Drive from the menu&lt;br /&gt;
=== Un Curve ===&lt;br /&gt;
Once you&amp;#039;ve finished creating your driven setup you may not want those extra actions hanging around, doing nothing. Use UnCurve to unlink them:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Press Ctrl F1 and select Un Curve to unlink all actions from your objects&lt;br /&gt;
=== Show Bools ===&lt;br /&gt;
Coming soonish!&lt;br /&gt;
== Tools for Timelapse in the node editor (shaders) ==&lt;br /&gt;
[[File:TimelapseShaders.png]]&lt;br /&gt;
=== Create a Time Driven Group ===&lt;br /&gt;
while timelapse toolbox can directly convert material animation into drivers, this is only really good for &amp;#039;one-offs&amp;#039;: such materials will work just fine, but will be only usable for specific cases, not easily generalizable to reusable nodegroups. There is another way however: use timelapse toolbox within the node editor, to convert animated node trees into a node group with a &amp;#039;time&amp;#039; input. This will keep your animation curves, converting them into curve nodes with the time input as Fac, preserving delicate timing you&amp;#039;ve created.&lt;br /&gt;
Animated Color ramps can be used, Timelapse toolbox will simply convert them into nodegroups inside the main group.&lt;br /&gt;
&lt;br /&gt;
=== Turn Ramp Node into a Group ===&lt;br /&gt;
Color ramp nodes are super useful in timelapse sequences, video to help explain:&lt;br /&gt;
&amp;lt;HTML5video width=&amp;quot;720&amp;quot; height=&amp;quot;420&amp;quot;&amp;gt;rembrand&amp;lt;/HTML5video&amp;gt;&lt;br /&gt;
As you can see, the color-ramp, with animation, can change a grey scale texture into a progression over time. This can be done with any of the interpolation types, so you can use a constant interpolation to make the effect of &amp;#039;flakes&amp;#039; falling off - this can be done with an image texture or with voronoi cells texture.&lt;br /&gt;
The following interpolation types are supported by timelapse tools:&lt;br /&gt;
* Linear&lt;br /&gt;
* Constant&lt;br /&gt;
* Ease&lt;br /&gt;
bezier and cardinal are &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; supported, as the math is a bit more complex. However, there is no limit to how many stops you can use, or how you want to animate them (color or position)&lt;br /&gt;
However, each timelapse element is not available as an input, which means the only way to &amp;#039;access&amp;#039; them is through direct driving or animation. This is inconvenient for modularisation, so timelapse toolbox can convert the ramp into a nodegroup with explicit inputs for each element (position, color, or both):&lt;br /&gt;
[[file:Ramptogroup.png]]&lt;br /&gt;
&lt;br /&gt;
=== Add a new Channel to Ramp Group ===&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=File:Ramptogroup.png&amp;diff=682</id>
		<title>File:Ramptogroup.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=File:Ramptogroup.png&amp;diff=682"/>
		<updated>2016-05-12T23:32:27Z</updated>

		<summary type="html">&lt;p&gt;Bassam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=681</id>
		<title>Timelapse toolbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=681"/>
		<updated>2016-05-12T23:32:12Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Turn Ramp Node into a Group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tools for Timelapse Makers in the 3D Editor ==&lt;br /&gt;
[[File:timelapsetools.png]]&lt;br /&gt;
Currently split into 7 tools, they will affect animation on the object, object-data, modifiers, shapekeys, materials and nodegroups level.&lt;br /&gt;
Activate via pie menu with hotkey ctrl F1&lt;br /&gt;
&lt;br /&gt;
=== Curves To Drivers ===&lt;br /&gt;
[[File:fcurvestodrivers.png]]&lt;br /&gt;
Transforms animation curves mapped to the Frame Start / Frame End of the current scene into drivers based on a property of the active pose bone.&lt;br /&gt;
Workflow:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Shift Select a bone with at least one driver you need to use&lt;br /&gt;
** Press Ctrl F1 and pick Curves to Drivers from the menu&lt;br /&gt;
** If you have more than one property, you will be presented with a popup to select which one to drive from, and then press OK&lt;br /&gt;
** Drivers are mapped to the min and max of the property (it should be a float) from frame start and frame end&lt;br /&gt;
** The original Actions are not deleted.&lt;br /&gt;
&lt;br /&gt;
=== Drivers To Curves ===&lt;br /&gt;
[[File:driverstofcurves.png]]&lt;br /&gt;
The Inverse of the previous option, it will copy the drivers mapped from the min/max of the property of the active pose bone into animation curves mapped to frame start/ frame end of the current scene. Workflow:&lt;br /&gt;
** select driven objects&lt;br /&gt;
** Shift Select a bone with the property you are driving with&lt;br /&gt;
** Press Ctrl F1 and pick Drivers to Curves from the menu&lt;br /&gt;
** If the bone has more than one property, you will be presented with a menu to select the desired one&lt;br /&gt;
** Curves will be created/ mapped to frame start/frame end from the min and max of that property&lt;br /&gt;
** The original drivers will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; be deleted, so you will need to do this if you want to see the animation.&lt;br /&gt;
&lt;br /&gt;
=== Display to Render ===&lt;br /&gt;
It is often desirable that renderability curves/drivers for the objects or their modifiers match exactly with visibility curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Display to Render from the menu&lt;br /&gt;
=== Render to Display ===&lt;br /&gt;
It is often desirable that visibility curves/drivers for the objects or their modifiers match exactly with renderability curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Render to Display from the menu&lt;br /&gt;
=== Un Drive ===&lt;br /&gt;
Once you have drivers on an object it will ignore the animation in actions: In order to see it once again, you will need to remove those drivers. This utility does just that:&lt;br /&gt;
** Select driven objects&lt;br /&gt;
** Press Ctrl F1 and select Un Drive from the menu&lt;br /&gt;
=== Un Curve ===&lt;br /&gt;
Once you&amp;#039;ve finished creating your driven setup you may not want those extra actions hanging around, doing nothing. Use UnCurve to unlink them:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Press Ctrl F1 and select Un Curve to unlink all actions from your objects&lt;br /&gt;
=== Show Bools ===&lt;br /&gt;
Coming soonish!&lt;br /&gt;
== Tools for Timelapse in the node editor (shaders) ==&lt;br /&gt;
[[File:TimelapseShaders.png]]&lt;br /&gt;
=== Create a Time Driven Group ===&lt;br /&gt;
=== Turn Ramp Node into a Group ===&lt;br /&gt;
Color ramp nodes are super useful in timelapse sequences, video to help explain:&lt;br /&gt;
&amp;lt;HTML5video width=&amp;quot;720&amp;quot; height=&amp;quot;420&amp;quot;&amp;gt;rembrand&amp;lt;/HTML5video&amp;gt;&lt;br /&gt;
As you can see, the color-ramp, with animation, can change a grey scale texture into a progression over time. This can be done with any of the interpolation types, so you can use a constant interpolation to make the effect of &amp;#039;flakes&amp;#039; falling off - this can be done with an image texture or with voronoi cells texture.&lt;br /&gt;
The following interpolation types are supported by timelapse tools:&lt;br /&gt;
* Linear&lt;br /&gt;
* Constant&lt;br /&gt;
* Ease&lt;br /&gt;
bezier and cardinal are &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; supported, as the math is a bit more complex. However, there is no limit to how many stops you can use, or how you want to animate them (color or position)&lt;br /&gt;
However, each timelapse element is not available as an input, which means the only way to &amp;#039;access&amp;#039; them is through direct driving or animation. This is inconvenient for modularisation, so timelapse toolbox can convert the ramp into a nodegroup with explicit inputs for each element (position, color, or both):&lt;br /&gt;
[[file:Ramptogroup.png]]&lt;br /&gt;
&lt;br /&gt;
=== Add a new Channel to Ramp Group ===&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=680</id>
		<title>Timelapse toolbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=680"/>
		<updated>2016-05-12T23:31:43Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Turn Ramp Node into a Group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tools for Timelapse Makers in the 3D Editor ==&lt;br /&gt;
[[File:timelapsetools.png]]&lt;br /&gt;
Currently split into 7 tools, they will affect animation on the object, object-data, modifiers, shapekeys, materials and nodegroups level.&lt;br /&gt;
Activate via pie menu with hotkey ctrl F1&lt;br /&gt;
&lt;br /&gt;
=== Curves To Drivers ===&lt;br /&gt;
[[File:fcurvestodrivers.png]]&lt;br /&gt;
Transforms animation curves mapped to the Frame Start / Frame End of the current scene into drivers based on a property of the active pose bone.&lt;br /&gt;
Workflow:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Shift Select a bone with at least one driver you need to use&lt;br /&gt;
** Press Ctrl F1 and pick Curves to Drivers from the menu&lt;br /&gt;
** If you have more than one property, you will be presented with a popup to select which one to drive from, and then press OK&lt;br /&gt;
** Drivers are mapped to the min and max of the property (it should be a float) from frame start and frame end&lt;br /&gt;
** The original Actions are not deleted.&lt;br /&gt;
&lt;br /&gt;
=== Drivers To Curves ===&lt;br /&gt;
[[File:driverstofcurves.png]]&lt;br /&gt;
The Inverse of the previous option, it will copy the drivers mapped from the min/max of the property of the active pose bone into animation curves mapped to frame start/ frame end of the current scene. Workflow:&lt;br /&gt;
** select driven objects&lt;br /&gt;
** Shift Select a bone with the property you are driving with&lt;br /&gt;
** Press Ctrl F1 and pick Drivers to Curves from the menu&lt;br /&gt;
** If the bone has more than one property, you will be presented with a menu to select the desired one&lt;br /&gt;
** Curves will be created/ mapped to frame start/frame end from the min and max of that property&lt;br /&gt;
** The original drivers will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; be deleted, so you will need to do this if you want to see the animation.&lt;br /&gt;
&lt;br /&gt;
=== Display to Render ===&lt;br /&gt;
It is often desirable that renderability curves/drivers for the objects or their modifiers match exactly with visibility curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Display to Render from the menu&lt;br /&gt;
=== Render to Display ===&lt;br /&gt;
It is often desirable that visibility curves/drivers for the objects or their modifiers match exactly with renderability curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Render to Display from the menu&lt;br /&gt;
=== Un Drive ===&lt;br /&gt;
Once you have drivers on an object it will ignore the animation in actions: In order to see it once again, you will need to remove those drivers. This utility does just that:&lt;br /&gt;
** Select driven objects&lt;br /&gt;
** Press Ctrl F1 and select Un Drive from the menu&lt;br /&gt;
=== Un Curve ===&lt;br /&gt;
Once you&amp;#039;ve finished creating your driven setup you may not want those extra actions hanging around, doing nothing. Use UnCurve to unlink them:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Press Ctrl F1 and select Un Curve to unlink all actions from your objects&lt;br /&gt;
=== Show Bools ===&lt;br /&gt;
Coming soonish!&lt;br /&gt;
== Tools for Timelapse in the node editor (shaders) ==&lt;br /&gt;
[[File:TimelapseShaders.png]]&lt;br /&gt;
=== Create a Time Driven Group ===&lt;br /&gt;
=== Turn Ramp Node into a Group ===&lt;br /&gt;
Color ramp nodes are super useful in timelapse sequences, video to help explain:&lt;br /&gt;
&amp;lt;HTML5video width=&amp;quot;720&amp;quot; height=&amp;quot;420&amp;quot;&amp;gt;rembrand&amp;lt;/HTML5video&amp;gt;&lt;br /&gt;
As you can see, the color-ramp, with animation, can change a grey scale texture into a progression over time. This can be done with any of the interpolation types, so you can use a constant interpolation to make the effect of &amp;#039;flakes&amp;#039; falling off - this can be done with an image texture or with voronoi cells texture.&lt;br /&gt;
The following interpolation types are supported by timelapse tools:&lt;br /&gt;
* Linear&lt;br /&gt;
* Constant&lt;br /&gt;
* Ease&lt;br /&gt;
bezier and cardinal are &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; supported, as the math is a bit more complex. However, there is no limit to how many stops you can use, or how you want to animate them (color or position)&lt;br /&gt;
However, each timelapse element is not available as an input, which means the only way to &amp;#039;access&amp;#039; them is through direct driving or animation. This is inconvenient for modularisation, so timelapse toolbox can convert the ramp into a nodegroup with explicit inputs for each element (position, color, or both):&lt;br /&gt;
[[Ramptogroup.png]]&lt;br /&gt;
&lt;br /&gt;
=== Add a new Channel to Ramp Group ===&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=679</id>
		<title>Timelapse toolbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=679"/>
		<updated>2016-05-12T23:16:32Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Turn Ramp Node into a Group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tools for Timelapse Makers in the 3D Editor ==&lt;br /&gt;
[[File:timelapsetools.png]]&lt;br /&gt;
Currently split into 7 tools, they will affect animation on the object, object-data, modifiers, shapekeys, materials and nodegroups level.&lt;br /&gt;
Activate via pie menu with hotkey ctrl F1&lt;br /&gt;
&lt;br /&gt;
=== Curves To Drivers ===&lt;br /&gt;
[[File:fcurvestodrivers.png]]&lt;br /&gt;
Transforms animation curves mapped to the Frame Start / Frame End of the current scene into drivers based on a property of the active pose bone.&lt;br /&gt;
Workflow:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Shift Select a bone with at least one driver you need to use&lt;br /&gt;
** Press Ctrl F1 and pick Curves to Drivers from the menu&lt;br /&gt;
** If you have more than one property, you will be presented with a popup to select which one to drive from, and then press OK&lt;br /&gt;
** Drivers are mapped to the min and max of the property (it should be a float) from frame start and frame end&lt;br /&gt;
** The original Actions are not deleted.&lt;br /&gt;
&lt;br /&gt;
=== Drivers To Curves ===&lt;br /&gt;
[[File:driverstofcurves.png]]&lt;br /&gt;
The Inverse of the previous option, it will copy the drivers mapped from the min/max of the property of the active pose bone into animation curves mapped to frame start/ frame end of the current scene. Workflow:&lt;br /&gt;
** select driven objects&lt;br /&gt;
** Shift Select a bone with the property you are driving with&lt;br /&gt;
** Press Ctrl F1 and pick Drivers to Curves from the menu&lt;br /&gt;
** If the bone has more than one property, you will be presented with a menu to select the desired one&lt;br /&gt;
** Curves will be created/ mapped to frame start/frame end from the min and max of that property&lt;br /&gt;
** The original drivers will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; be deleted, so you will need to do this if you want to see the animation.&lt;br /&gt;
&lt;br /&gt;
=== Display to Render ===&lt;br /&gt;
It is often desirable that renderability curves/drivers for the objects or their modifiers match exactly with visibility curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Display to Render from the menu&lt;br /&gt;
=== Render to Display ===&lt;br /&gt;
It is often desirable that visibility curves/drivers for the objects or their modifiers match exactly with renderability curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Render to Display from the menu&lt;br /&gt;
=== Un Drive ===&lt;br /&gt;
Once you have drivers on an object it will ignore the animation in actions: In order to see it once again, you will need to remove those drivers. This utility does just that:&lt;br /&gt;
** Select driven objects&lt;br /&gt;
** Press Ctrl F1 and select Un Drive from the menu&lt;br /&gt;
=== Un Curve ===&lt;br /&gt;
Once you&amp;#039;ve finished creating your driven setup you may not want those extra actions hanging around, doing nothing. Use UnCurve to unlink them:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Press Ctrl F1 and select Un Curve to unlink all actions from your objects&lt;br /&gt;
=== Show Bools ===&lt;br /&gt;
Coming soonish!&lt;br /&gt;
== Tools for Timelapse in the node editor (shaders) ==&lt;br /&gt;
[[File:TimelapseShaders.png]]&lt;br /&gt;
=== Create a Time Driven Group ===&lt;br /&gt;
=== Turn Ramp Node into a Group ===&lt;br /&gt;
Color ramp nodes are super useful in timelapse sequences, video to help explain:&lt;br /&gt;
&amp;lt;HTML5video width=&amp;quot;720&amp;quot; height=&amp;quot;420&amp;quot;&amp;gt;rembrand&amp;lt;/HTML5video&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add a new Channel to Ramp Group ===&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=678</id>
		<title>Timelapse toolbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=678"/>
		<updated>2016-05-12T23:03:32Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Turn a Ramp Node into a Group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tools for Timelapse Makers in the 3D Editor ==&lt;br /&gt;
[[File:timelapsetools.png]]&lt;br /&gt;
Currently split into 7 tools, they will affect animation on the object, object-data, modifiers, shapekeys, materials and nodegroups level.&lt;br /&gt;
Activate via pie menu with hotkey ctrl F1&lt;br /&gt;
&lt;br /&gt;
=== Curves To Drivers ===&lt;br /&gt;
[[File:fcurvestodrivers.png]]&lt;br /&gt;
Transforms animation curves mapped to the Frame Start / Frame End of the current scene into drivers based on a property of the active pose bone.&lt;br /&gt;
Workflow:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Shift Select a bone with at least one driver you need to use&lt;br /&gt;
** Press Ctrl F1 and pick Curves to Drivers from the menu&lt;br /&gt;
** If you have more than one property, you will be presented with a popup to select which one to drive from, and then press OK&lt;br /&gt;
** Drivers are mapped to the min and max of the property (it should be a float) from frame start and frame end&lt;br /&gt;
** The original Actions are not deleted.&lt;br /&gt;
&lt;br /&gt;
=== Drivers To Curves ===&lt;br /&gt;
[[File:driverstofcurves.png]]&lt;br /&gt;
The Inverse of the previous option, it will copy the drivers mapped from the min/max of the property of the active pose bone into animation curves mapped to frame start/ frame end of the current scene. Workflow:&lt;br /&gt;
** select driven objects&lt;br /&gt;
** Shift Select a bone with the property you are driving with&lt;br /&gt;
** Press Ctrl F1 and pick Drivers to Curves from the menu&lt;br /&gt;
** If the bone has more than one property, you will be presented with a menu to select the desired one&lt;br /&gt;
** Curves will be created/ mapped to frame start/frame end from the min and max of that property&lt;br /&gt;
** The original drivers will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; be deleted, so you will need to do this if you want to see the animation.&lt;br /&gt;
&lt;br /&gt;
=== Display to Render ===&lt;br /&gt;
It is often desirable that renderability curves/drivers for the objects or their modifiers match exactly with visibility curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Display to Render from the menu&lt;br /&gt;
=== Render to Display ===&lt;br /&gt;
It is often desirable that visibility curves/drivers for the objects or their modifiers match exactly with renderability curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Render to Display from the menu&lt;br /&gt;
=== Un Drive ===&lt;br /&gt;
Once you have drivers on an object it will ignore the animation in actions: In order to see it once again, you will need to remove those drivers. This utility does just that:&lt;br /&gt;
** Select driven objects&lt;br /&gt;
** Press Ctrl F1 and select Un Drive from the menu&lt;br /&gt;
=== Un Curve ===&lt;br /&gt;
Once you&amp;#039;ve finished creating your driven setup you may not want those extra actions hanging around, doing nothing. Use UnCurve to unlink them:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Press Ctrl F1 and select Un Curve to unlink all actions from your objects&lt;br /&gt;
=== Show Bools ===&lt;br /&gt;
Coming soonish!&lt;br /&gt;
== Tools for Timelapse in the node editor (shaders) ==&lt;br /&gt;
[[File:TimelapseShaders.png]]&lt;br /&gt;
=== Create a Time Driven Group ===&lt;br /&gt;
=== Turn Ramp Node into a Group ===&lt;br /&gt;
Color ramp nodes are super useful in timelapse sequences, video to help explain:&lt;br /&gt;
&lt;br /&gt;
=== Add a new Channel to Ramp Group ===&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=677</id>
		<title>Timelapse toolbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=677"/>
		<updated>2016-05-12T22:24:07Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Tools for Timelapse in the node editor (shaders) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tools for Timelapse Makers in the 3D Editor ==&lt;br /&gt;
[[File:timelapsetools.png]]&lt;br /&gt;
Currently split into 7 tools, they will affect animation on the object, object-data, modifiers, shapekeys, materials and nodegroups level.&lt;br /&gt;
Activate via pie menu with hotkey ctrl F1&lt;br /&gt;
&lt;br /&gt;
=== Curves To Drivers ===&lt;br /&gt;
[[File:fcurvestodrivers.png]]&lt;br /&gt;
Transforms animation curves mapped to the Frame Start / Frame End of the current scene into drivers based on a property of the active pose bone.&lt;br /&gt;
Workflow:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Shift Select a bone with at least one driver you need to use&lt;br /&gt;
** Press Ctrl F1 and pick Curves to Drivers from the menu&lt;br /&gt;
** If you have more than one property, you will be presented with a popup to select which one to drive from, and then press OK&lt;br /&gt;
** Drivers are mapped to the min and max of the property (it should be a float) from frame start and frame end&lt;br /&gt;
** The original Actions are not deleted.&lt;br /&gt;
&lt;br /&gt;
=== Drivers To Curves ===&lt;br /&gt;
[[File:driverstofcurves.png]]&lt;br /&gt;
The Inverse of the previous option, it will copy the drivers mapped from the min/max of the property of the active pose bone into animation curves mapped to frame start/ frame end of the current scene. Workflow:&lt;br /&gt;
** select driven objects&lt;br /&gt;
** Shift Select a bone with the property you are driving with&lt;br /&gt;
** Press Ctrl F1 and pick Drivers to Curves from the menu&lt;br /&gt;
** If the bone has more than one property, you will be presented with a menu to select the desired one&lt;br /&gt;
** Curves will be created/ mapped to frame start/frame end from the min and max of that property&lt;br /&gt;
** The original drivers will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; be deleted, so you will need to do this if you want to see the animation.&lt;br /&gt;
&lt;br /&gt;
=== Display to Render ===&lt;br /&gt;
It is often desirable that renderability curves/drivers for the objects or their modifiers match exactly with visibility curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Display to Render from the menu&lt;br /&gt;
=== Render to Display ===&lt;br /&gt;
It is often desirable that visibility curves/drivers for the objects or their modifiers match exactly with renderability curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Render to Display from the menu&lt;br /&gt;
=== Un Drive ===&lt;br /&gt;
Once you have drivers on an object it will ignore the animation in actions: In order to see it once again, you will need to remove those drivers. This utility does just that:&lt;br /&gt;
** Select driven objects&lt;br /&gt;
** Press Ctrl F1 and select Un Drive from the menu&lt;br /&gt;
=== Un Curve ===&lt;br /&gt;
Once you&amp;#039;ve finished creating your driven setup you may not want those extra actions hanging around, doing nothing. Use UnCurve to unlink them:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Press Ctrl F1 and select Un Curve to unlink all actions from your objects&lt;br /&gt;
=== Show Bools ===&lt;br /&gt;
Coming soonish!&lt;br /&gt;
== Tools for Timelapse in the node editor (shaders) ==&lt;br /&gt;
[[File:TimelapseShaders.png]]&lt;br /&gt;
=== Create a Time Driven Group ===&lt;br /&gt;
=== Turn a Ramp Node into a Group ===&lt;br /&gt;
=== Add a new Channel to Ramp Group ===&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=File:TimelapseShaders.png&amp;diff=676</id>
		<title>File:TimelapseShaders.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=File:TimelapseShaders.png&amp;diff=676"/>
		<updated>2016-05-12T22:22:12Z</updated>

		<summary type="html">&lt;p&gt;Bassam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=675</id>
		<title>Timelapse toolbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=675"/>
		<updated>2016-05-12T22:21:52Z</updated>

		<summary type="html">&lt;p&gt;Bassam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tools for Timelapse Makers in the 3D Editor ==&lt;br /&gt;
[[File:timelapsetools.png]]&lt;br /&gt;
Currently split into 7 tools, they will affect animation on the object, object-data, modifiers, shapekeys, materials and nodegroups level.&lt;br /&gt;
Activate via pie menu with hotkey ctrl F1&lt;br /&gt;
&lt;br /&gt;
=== Curves To Drivers ===&lt;br /&gt;
[[File:fcurvestodrivers.png]]&lt;br /&gt;
Transforms animation curves mapped to the Frame Start / Frame End of the current scene into drivers based on a property of the active pose bone.&lt;br /&gt;
Workflow:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Shift Select a bone with at least one driver you need to use&lt;br /&gt;
** Press Ctrl F1 and pick Curves to Drivers from the menu&lt;br /&gt;
** If you have more than one property, you will be presented with a popup to select which one to drive from, and then press OK&lt;br /&gt;
** Drivers are mapped to the min and max of the property (it should be a float) from frame start and frame end&lt;br /&gt;
** The original Actions are not deleted.&lt;br /&gt;
&lt;br /&gt;
=== Drivers To Curves ===&lt;br /&gt;
[[File:driverstofcurves.png]]&lt;br /&gt;
The Inverse of the previous option, it will copy the drivers mapped from the min/max of the property of the active pose bone into animation curves mapped to frame start/ frame end of the current scene. Workflow:&lt;br /&gt;
** select driven objects&lt;br /&gt;
** Shift Select a bone with the property you are driving with&lt;br /&gt;
** Press Ctrl F1 and pick Drivers to Curves from the menu&lt;br /&gt;
** If the bone has more than one property, you will be presented with a menu to select the desired one&lt;br /&gt;
** Curves will be created/ mapped to frame start/frame end from the min and max of that property&lt;br /&gt;
** The original drivers will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; be deleted, so you will need to do this if you want to see the animation.&lt;br /&gt;
&lt;br /&gt;
=== Display to Render ===&lt;br /&gt;
It is often desirable that renderability curves/drivers for the objects or their modifiers match exactly with visibility curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Display to Render from the menu&lt;br /&gt;
=== Render to Display ===&lt;br /&gt;
It is often desirable that visibility curves/drivers for the objects or their modifiers match exactly with renderability curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Render to Display from the menu&lt;br /&gt;
=== Un Drive ===&lt;br /&gt;
Once you have drivers on an object it will ignore the animation in actions: In order to see it once again, you will need to remove those drivers. This utility does just that:&lt;br /&gt;
** Select driven objects&lt;br /&gt;
** Press Ctrl F1 and select Un Drive from the menu&lt;br /&gt;
=== Un Curve ===&lt;br /&gt;
Once you&amp;#039;ve finished creating your driven setup you may not want those extra actions hanging around, doing nothing. Use UnCurve to unlink them:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Press Ctrl F1 and select Un Curve to unlink all actions from your objects&lt;br /&gt;
=== Show Bools ===&lt;br /&gt;
Coming soonish!&lt;br /&gt;
== Tools for Timelapse in the node editor (shaders) ==&lt;br /&gt;
[[File:TimelapseShaders.png]]&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=674</id>
		<title>Timelapse Assets</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=674"/>
		<updated>2016-05-12T22:16:10Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Shaders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating The Asset ==&lt;br /&gt;
Since the asset must show the effect of time, we need to make an animatable group with a time driver that will take from &amp;#039;creation&amp;#039; to &amp;#039;death&amp;#039; though in some cases we will only need a subsection of the total lifetime of an object.&lt;br /&gt;
For example, a security camera may be installed, operate for a while, age and rust, and finally cease function and be removed. The rig for the camera, in addition to controlling (for example) the swivel of the camera head, must have a property that can control the age of the camera in those stages. It&amp;#039;s easiest to break up this workflow into steps.&lt;br /&gt;
=== Modeling ===&lt;br /&gt;
This should resemble normal assets but there are some differences.&lt;br /&gt;
* Only use mesh objects for render-able parts of the asset; this is for the meshcacher later. This means if you need to use a curve with bevel, instead use a curve modifier on a mesh.&lt;br /&gt;
* You may need to make multiple &amp;#039;stages&amp;#039; of the meshes, if there are changes that other methods would be difficult to control. It&amp;#039;s easier to start from a main stage - something that is either undamaged, or lasts longest in the shot, and modify it to make other stages.&lt;br /&gt;
* If meshes will only be visible for a short period of time during the timelapse, don&amp;#039;t give them a lot of detail - and they probably don&amp;#039;t need an animated material.&lt;br /&gt;
=== Animation ===&lt;br /&gt;
&lt;br /&gt;
Next step is to animate the model/s. Don&amp;#039;t worry too much about rigging/linking, here are some helpful hints:&lt;br /&gt;
* shapekeys are nice for either specific changes, or for  general dishevelment&lt;br /&gt;
* lattice modifiers are nice because they can apply to multiple objects, you can then use a shapekey or other modifiers to affect the lattice&lt;br /&gt;
* the modifier stack is your friend!&lt;br /&gt;
* you can use mask modifiers to hide/unhide bits of your model, or booleans with animated cutters (but be careful, they&amp;#039;re finicky)&lt;br /&gt;
* direct animation (loc rot scale) should be rigged first - you can use armatures, hooks, any kind of modifiers.&lt;br /&gt;
* have fun, be creative!&lt;br /&gt;
&lt;br /&gt;
=== Shaders ===&lt;br /&gt;
&lt;br /&gt;
Shaders might be the trickiest bit , the thing to remember is to think about how the material changes over time, not just fade it from &amp;#039;old&amp;#039; to &amp;#039;new&amp;#039; – the result will be either too subtle to see or somewhat fake looking if sped up. There&amp;#039;s a growing library of timelapse nodes  that should help with this – also if you end up creating something particularly cool, we can add it to the library. The library also has a built in &amp;#039;time&amp;#039; input, so you don&amp;#039;t have worry about the aging as much.&lt;br /&gt;
* Animating the contrast of a brightness contrast node can give the appearance of a texture &amp;#039;growing&amp;#039; or shrinking over time&lt;br /&gt;
* The same can be done (with more control) with a ramp node, but ramp nodes don&amp;#039;t allow inputs - [[Timelapse toolbox]] can fix this.&lt;br /&gt;
* Think of &amp;#039;plugging in boxes&amp;#039; layering groups on top of each other - dust,  dirt, cracking paint, rust, cracks, etc layering on top of each other.&lt;br /&gt;
&lt;br /&gt;
=== Rigging (timelapse) ===&lt;br /&gt;
&lt;br /&gt;
Create an armature object (this should be the same one you use to control any non – timelapse animation of the group) and pick a bone that will be the driver for all the timelapse, and add a custom property to it – the name &amp;#039;time&amp;#039; is quite appropriate. Then on to timelapse toolbox!&lt;br /&gt;
&lt;br /&gt;
=== Timelapse Toolbox ===&lt;br /&gt;
&lt;br /&gt;
In order&lt;br /&gt;
&lt;br /&gt;
So you&amp;#039;re not on your own – this addon should help in the process&lt;br /&gt;
&lt;br /&gt;
== Use and Caching ==&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=673</id>
		<title>Timelapse Assets</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=673"/>
		<updated>2016-05-12T20:49:33Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating The Asset ==&lt;br /&gt;
Since the asset must show the effect of time, we need to make an animatable group with a time driver that will take from &amp;#039;creation&amp;#039; to &amp;#039;death&amp;#039; though in some cases we will only need a subsection of the total lifetime of an object.&lt;br /&gt;
For example, a security camera may be installed, operate for a while, age and rust, and finally cease function and be removed. The rig for the camera, in addition to controlling (for example) the swivel of the camera head, must have a property that can control the age of the camera in those stages. It&amp;#039;s easiest to break up this workflow into steps.&lt;br /&gt;
=== Modeling ===&lt;br /&gt;
This should resemble normal assets but there are some differences.&lt;br /&gt;
* Only use mesh objects for render-able parts of the asset; this is for the meshcacher later. This means if you need to use a curve with bevel, instead use a curve modifier on a mesh.&lt;br /&gt;
* You may need to make multiple &amp;#039;stages&amp;#039; of the meshes, if there are changes that other methods would be difficult to control. It&amp;#039;s easier to start from a main stage - something that is either undamaged, or lasts longest in the shot, and modify it to make other stages.&lt;br /&gt;
* If meshes will only be visible for a short period of time during the timelapse, don&amp;#039;t give them a lot of detail - and they probably don&amp;#039;t need an animated material.&lt;br /&gt;
=== Animation ===&lt;br /&gt;
&lt;br /&gt;
Next step is to animate the model/s. Don&amp;#039;t worry too much about rigging/linking, here are some helpful hints:&lt;br /&gt;
* shapekeys are nice for either specific changes, or for  general dishevelment&lt;br /&gt;
* lattice modifiers are nice because they can apply to multiple objects, you can then use a shapekey or other modifiers to affect the lattice&lt;br /&gt;
* the modifier stack is your friend!&lt;br /&gt;
* you can use mask modifiers to hide/unhide bits of your model, or booleans with animated cutters (but be careful, they&amp;#039;re finicky)&lt;br /&gt;
* direct animation (loc rot scale) should be rigged first - you can use armatures, hooks, any kind of modifiers.&lt;br /&gt;
* have fun, be creative!&lt;br /&gt;
&lt;br /&gt;
=== Shaders ===&lt;br /&gt;
&lt;br /&gt;
Shaders might be the trickiest bit , the thing to remember is to think about how the material changes over time, not just fade it from &amp;#039;old&amp;#039; to &amp;#039;new&amp;#039; – the result will be either too subtle to see or somewhat fake looking if sped up. There&amp;#039;s a growing library of timelapse nodes  that should help with this – also if you end up creating something particularly cool, we can add it to the library. The library also has a built in &amp;#039;time&amp;#039; input, so you don&amp;#039;t have worry about the aging as much.&lt;br /&gt;
&lt;br /&gt;
=== Rigging (timelapse) ===&lt;br /&gt;
&lt;br /&gt;
Create an armature object (this should be the same one you use to control any non – timelapse animation of the group) and pick a bone that will be the driver for all the timelapse, and add a custom property to it – the name &amp;#039;time&amp;#039; is quite appropriate. Then on to timelapse toolbox!&lt;br /&gt;
&lt;br /&gt;
=== Timelapse Toolbox ===&lt;br /&gt;
&lt;br /&gt;
In order&lt;br /&gt;
&lt;br /&gt;
So you&amp;#039;re not on your own – this addon should help in the process&lt;br /&gt;
&lt;br /&gt;
== Use and Caching ==&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=672</id>
		<title>Timelapse Assets</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=672"/>
		<updated>2016-05-12T20:38:23Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Creating The Asset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating The Asset ==&lt;br /&gt;
Since the asset must show the effect of time, we need to make an animatable group with a time driver that will take from &amp;#039;creation&amp;#039; to &amp;#039;death&amp;#039; though in some cases we will only need a subsection of the total lifetime of an object.&lt;br /&gt;
For example, a security camera may be installed, operate for a while, age and rust, and finally cease function and be removed. The rig for the camera, in addition to controlling (for example) the swivel of the camera head, must have a property that can control the age of the camera in those stages. It&amp;#039;s easiest to break up this workflow into steps.&lt;br /&gt;
=== Modeling ===&lt;br /&gt;
This should resemble normal assets but there are some differences.&lt;br /&gt;
* Only use mesh objects for render-able parts of the asset; this is for the meshcacher later. This means if you need to use a curve with bevel, instead use a curve modifier on a mesh.&lt;br /&gt;
* You may need to make multiple &amp;#039;stages&amp;#039; of the meshes, if there are changes that other methods would be difficult to control. It&amp;#039;s easier to start from a main stage - something that is either undamaged, or lasts longest in the shot, and modify it to make other stages.&lt;br /&gt;
* If meshes will only be visible for a short period of time during the timelapse, don&amp;#039;t give them a lot of detail - and they probably don&amp;#039;t need an animated material.&lt;br /&gt;
=== Animation ===&lt;br /&gt;
&lt;br /&gt;
Next step is to animate the model/s. Don&amp;#039;t worry about rigging/linking, here are some helpful hints:&lt;br /&gt;
- shapekeys are nice for either specific changes, or for  general dishevelment&lt;br /&gt;
- lattice modifiers are nice because they can apply to multiple objects, you can then use a shapekey or other modifiers to affect the lattice&lt;br /&gt;
- the modifier stack is your friend!&lt;br /&gt;
- you can use mask modifiers to hide/unhide bits of your model, or booleans with animated cutters (but be careful, they&amp;#039;re finicky)&lt;br /&gt;
- have fun, be creative! If you want to animate directly, use modifiers (hook everything to an empty, then animate that empty)&lt;br /&gt;
&lt;br /&gt;
=== Shaders ===&lt;br /&gt;
&lt;br /&gt;
Shaders might be the trickiest bit , the thing to remember is to think about how the material changes over time, not just fade it from &amp;#039;old&amp;#039; to &amp;#039;new&amp;#039; – the result will be either too subtle to see or somewhat fake looking if sped up. There&amp;#039;s a growing library of timelapse nodes  that should help with this – also if you end up creating something particularly cool, we can add it to the library. The library also has a built in &amp;#039;time&amp;#039; input, so you don&amp;#039;t have worry about the aging as much.&lt;br /&gt;
&lt;br /&gt;
=== Rigging (timelapse) ===&lt;br /&gt;
&lt;br /&gt;
Create an armature object (this should be the same one you use to control any non – timelapse animation of the group) and pick a bone that will be the driver for all the timelapse, and add a custom property to it – the name &amp;#039;time&amp;#039; is quite appropriate. Then on to timelapse toolbox!&lt;br /&gt;
&lt;br /&gt;
=== Timelapse Toolbox ===&lt;br /&gt;
&lt;br /&gt;
In order&lt;br /&gt;
&lt;br /&gt;
So you&amp;#039;re not on your own – this addon should help in the process&lt;br /&gt;
&lt;br /&gt;
== Use and Caching ==&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=671</id>
		<title>Timelapse Assets</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_Assets&amp;diff=671"/>
		<updated>2016-05-12T20:25:59Z</updated>

		<summary type="html">&lt;p&gt;Bassam: Created page with &amp;quot;== Creating The Asset == Since the asset must show the effect of time, we need to make an animatable group with a time driver that will take from &amp;#039;creation&amp;#039; to &amp;#039;death&amp;#039; though...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating The Asset ==&lt;br /&gt;
Since the asset must show the effect of time, we need to make an animatable group with a time driver that will take from &amp;#039;creation&amp;#039; to &amp;#039;death&amp;#039; though in some cases we will only need a subsection of the total lifetime of an object.&lt;br /&gt;
For example, a security camera may be installed, operate for a while, age and rust, and finally cease function and be removed. The rig for the camera, in addition to controlling (for example) the swivel of the camera head, must have a property that can control the age of the camera in those stages. It&amp;#039;s easiest to break up this workflow into steps.&lt;br /&gt;
=== Modeling ===&lt;br /&gt;
modeling is pretty normal, except: You&amp;#039;ll be modeling multiple stages. One way is to make a default stage that is representative of the model in the longest period of its existence, then make variations from copying that.&lt;br /&gt;
=== Animation ===&lt;br /&gt;
&lt;br /&gt;
Next step is to animate the model/s. Don&amp;#039;t worry about rigging/linking, here are some helpful hints:&lt;br /&gt;
- shapekeys are nice for either specific changes, or for  general dishevelment&lt;br /&gt;
- lattice modifiers are nice because they can apply to multiple objects, you can then use a shapekey or other modifiers to affect the lattice&lt;br /&gt;
- the modifier stack is your friend!&lt;br /&gt;
- you can use mask modifiers to hide/unhide bits of your model, or booleans with animated cutters (but be careful, they&amp;#039;re finicky)&lt;br /&gt;
- have fun, be creative! If you want to animate directly, use modifiers (hook everything to an empty, then animate that empty)&lt;br /&gt;
&lt;br /&gt;
=== Shaders ===&lt;br /&gt;
&lt;br /&gt;
Shaders might be the trickiest bit , the thing to remember is to think about how the material changes over time, not just fade it from &amp;#039;old&amp;#039; to &amp;#039;new&amp;#039; – the result will be either too subtle to see or somewhat fake looking if sped up. There&amp;#039;s a growing library of timelapse nodes  that should help with this – also if you end up creating something particularly cool, we can add it to the library. The library also has a built in &amp;#039;time&amp;#039; input, so you don&amp;#039;t have worry about the aging as much.&lt;br /&gt;
&lt;br /&gt;
=== Rigging (timelapse) ===&lt;br /&gt;
&lt;br /&gt;
Create an armature object (this should be the same one you use to control any non – timelapse animation of the group) and pick a bone that will be the driver for all the timelapse, and add a custom property to it – the name &amp;#039;time&amp;#039; is quite appropriate. Then on to timelapse toolbox!&lt;br /&gt;
&lt;br /&gt;
=== Timelapse Toolbox ===&lt;br /&gt;
&lt;br /&gt;
In order&lt;br /&gt;
&lt;br /&gt;
So you&amp;#039;re not on your own – this addon should help in the process&lt;br /&gt;
== Use and Caching ==&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Main_Page&amp;diff=670</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Main_Page&amp;diff=670"/>
		<updated>2016-05-12T20:20:57Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Workflow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Documentation ==&lt;br /&gt;
=== Story ===&lt;br /&gt;
* [[Story]]&lt;br /&gt;
&lt;br /&gt;
=== Style and Guidelines ===&lt;br /&gt;
* [[Propaganda]]&lt;br /&gt;
* [[Advertisement]]&lt;br /&gt;
* [[Text]]&lt;br /&gt;
* [[Timelapse]]&lt;br /&gt;
* [[Color|Color and lighting]]&lt;br /&gt;
&lt;br /&gt;
=== Assets ===&lt;br /&gt;
* [[Scripts]]&lt;br /&gt;
* [[Rigs]]&lt;br /&gt;
* [[Models]]&lt;br /&gt;
* [[Assets]]&lt;br /&gt;
* [[Software]]&lt;br /&gt;
&lt;br /&gt;
=== Project Management/Communication ===&lt;br /&gt;
* [[SVN and Helga access]]&lt;br /&gt;
* [[Sparkleshare]]&lt;br /&gt;
* [[IRC]]&lt;br /&gt;
* &amp;#039;live&amp;#039; video and voice: [[skype/google hangouts]]&lt;br /&gt;
&lt;br /&gt;
=== Workflow ===&lt;br /&gt;
* [[Creating a linkable asset]]&lt;br /&gt;
* [[Shot pipeline]]&lt;br /&gt;
* [[Layout]]&lt;br /&gt;
* [[Animation Notes]]&lt;br /&gt;
* [[Hair Sim workflow]]&lt;br /&gt;
* [[Lighting and rendering workflow]]&lt;br /&gt;
* [[Timelapse Assets]]&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
* [[Maya to Blender]]&lt;br /&gt;
* [[Object and Material ID table]]&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=669</id>
		<title>Timelapse toolbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=669"/>
		<updated>2016-05-12T20:15:51Z</updated>

		<summary type="html">&lt;p&gt;Bassam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tools for Timelapse Makers in the 3D Editor ==&lt;br /&gt;
[[File:timelapsetools.png]]&lt;br /&gt;
Currently split into 7 tools, they will affect animation on the object, object-data, modifiers, shapekeys, materials and nodegroups level.&lt;br /&gt;
Activate via pie menu with hotkey ctrl F1&lt;br /&gt;
&lt;br /&gt;
=== Curves To Drivers ===&lt;br /&gt;
[[File:fcurvestodrivers.png]]&lt;br /&gt;
Transforms animation curves mapped to the Frame Start / Frame End of the current scene into drivers based on a property of the active pose bone.&lt;br /&gt;
Workflow:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Shift Select a bone with at least one driver you need to use&lt;br /&gt;
** Press Ctrl F1 and pick Curves to Drivers from the menu&lt;br /&gt;
** If you have more than one property, you will be presented with a popup to select which one to drive from, and then press OK&lt;br /&gt;
** Drivers are mapped to the min and max of the property (it should be a float) from frame start and frame end&lt;br /&gt;
** The original Actions are not deleted.&lt;br /&gt;
&lt;br /&gt;
=== Drivers To Curves ===&lt;br /&gt;
[[File:driverstofcurves.png]]&lt;br /&gt;
The Inverse of the previous option, it will copy the drivers mapped from the min/max of the property of the active pose bone into animation curves mapped to frame start/ frame end of the current scene. Workflow:&lt;br /&gt;
** select driven objects&lt;br /&gt;
** Shift Select a bone with the property you are driving with&lt;br /&gt;
** Press Ctrl F1 and pick Drivers to Curves from the menu&lt;br /&gt;
** If the bone has more than one property, you will be presented with a menu to select the desired one&lt;br /&gt;
** Curves will be created/ mapped to frame start/frame end from the min and max of that property&lt;br /&gt;
** The original drivers will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; be deleted, so you will need to do this if you want to see the animation.&lt;br /&gt;
&lt;br /&gt;
=== Display to Render ===&lt;br /&gt;
It is often desirable that renderability curves/drivers for the objects or their modifiers match exactly with visibility curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Display to Render from the menu&lt;br /&gt;
=== Render to Display ===&lt;br /&gt;
It is often desirable that visibility curves/drivers for the objects or their modifiers match exactly with renderability curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Render to Display from the menu&lt;br /&gt;
=== Un Drive ===&lt;br /&gt;
Once you have drivers on an object it will ignore the animation in actions: In order to see it once again, you will need to remove those drivers. This utility does just that:&lt;br /&gt;
** Select driven objects&lt;br /&gt;
** Press Ctrl F1 and select Un Drive from the menu&lt;br /&gt;
=== Un Curve ===&lt;br /&gt;
Once you&amp;#039;ve finished creating your driven setup you may not want those extra actions hanging around, doing nothing. Use UnCurve to unlink them:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Press Ctrl F1 and select Un Curve to unlink all actions from your objects&lt;br /&gt;
=== Show Bools ===&lt;br /&gt;
Coming soonish!&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Scripts&amp;diff=668</id>
		<title>Scripts</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Scripts&amp;diff=668"/>
		<updated>2016-05-12T20:10:15Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* SFX Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General instructions ==&lt;br /&gt;
*[[How to install Addons]]&lt;br /&gt;
&lt;br /&gt;
== SFX Scripts ==&lt;br /&gt;
* [[Mushroomer]]&lt;br /&gt;
* Current [[Roach Walk Sim]]&lt;br /&gt;
* Old [[Roach Crowd Sim]]&lt;br /&gt;
* [[Particle Baker]]&lt;br /&gt;
* [[Animation To Path]]&lt;br /&gt;
* [[Timelapse toolbox]]&lt;br /&gt;
*[[Meshcacher]]&lt;br /&gt;
&lt;br /&gt;
== Pipeline Scripts ==&lt;br /&gt;
* [[Reference_desk]]&lt;br /&gt;
* [[Geppetto]]&lt;br /&gt;
* [[Layer_names]]&lt;br /&gt;
* [[blendflakes]]&lt;br /&gt;
* [[zippo]]&lt;br /&gt;
&lt;br /&gt;
== Shading Scripts ==&lt;br /&gt;
* [[Multi_dirty_verts]]&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=File:Driverstofcurves.png&amp;diff=667</id>
		<title>File:Driverstofcurves.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=File:Driverstofcurves.png&amp;diff=667"/>
		<updated>2016-05-12T20:09:00Z</updated>

		<summary type="html">&lt;p&gt;Bassam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=666</id>
		<title>Timelapse toolbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=666"/>
		<updated>2016-05-12T20:08:41Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Drivers To Curves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tools for Timelapse Makers in the 3D Editor ==&lt;br /&gt;
[[File:timelapsetools.png]]&lt;br /&gt;
Currently split into 7 tools, they will affect animation on the object, object-data, modifiers, shapekeys, materials and nodegroups level.&lt;br /&gt;
Activate via pie menu with hotkey ctrl F1&lt;br /&gt;
&lt;br /&gt;
=== Curves To Drivers ===&lt;br /&gt;
[[File:fcurvestodrivers.png]]&lt;br /&gt;
Transforms animation curves mapped to the Frame Start / Frame End of the current scene into drivers based on a property of the active pose bone.&lt;br /&gt;
Workflow:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Shift Select a bone with at least one driver you need to use&lt;br /&gt;
** Press Ctrl F1 and pick Curves to Drivers from the menu&lt;br /&gt;
** If you have more than one property, you will be presented with a popup to select which one to drive from, and then press OK&lt;br /&gt;
** Drivers are mapped to the min and max of the property (it should be a float) from frame start and frame end&lt;br /&gt;
** The original Actions are not deleted.&lt;br /&gt;
&lt;br /&gt;
=== Drivers To Curves ===&lt;br /&gt;
[[File:driverstofcurves.png]]&lt;br /&gt;
The Inverse of the previous option, it will copy the drivers mapped from the min/max of the property of the active pose bone into animation curves mapped to frame start/ frame end of the current scene. Workflow:&lt;br /&gt;
** select driven objects&lt;br /&gt;
** Shift Select a bone with the property you are driving with&lt;br /&gt;
** Press Ctrl F1 and pick Drivers to Curves from the menu&lt;br /&gt;
** If the bone has more than one property, you will be presented with a menu to select the desired one&lt;br /&gt;
** Curves will be created/ mapped to frame start/frame end from the min and max of that property&lt;br /&gt;
** The original drivers will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; be deleted, so you will need to do this if you want to see the animation.&lt;br /&gt;
&lt;br /&gt;
=== Display to Render ===&lt;br /&gt;
It is often desirable that renderability curves/drivers for the objects or their modifiers match exactly with visibility curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Display to Render from the menu&lt;br /&gt;
=== Render to Display ===&lt;br /&gt;
It is often desirable that visibility curves/drivers for the objects or their modifiers match exactly with renderability curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Render to Display from the menu&lt;br /&gt;
=== Un Drive ===&lt;br /&gt;
Once you have drivers on an object it will ignore the animation in actions: In order to see it once again, you will need to remove those drivers. This utility does just that:&lt;br /&gt;
** Select driven objects&lt;br /&gt;
** Press Ctrl F1 and select Un Drive from the menu&lt;br /&gt;
=== Un Curve ===&lt;br /&gt;
Once you&amp;#039;ve finished creating your driven setup you may not want those extra actions hanging around, doing nothing. Use UnCurve to unlink them:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Press Ctrl F1 and select Un Curve to unlink all actions from your objects&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=665</id>
		<title>Timelapse toolbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=665"/>
		<updated>2016-05-12T20:05:21Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Curves To Drivers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tools for Timelapse Makers in the 3D Editor ==&lt;br /&gt;
[[File:timelapsetools.png]]&lt;br /&gt;
Currently split into 7 tools, they will affect animation on the object, object-data, modifiers, shapekeys, materials and nodegroups level.&lt;br /&gt;
Activate via pie menu with hotkey ctrl F1&lt;br /&gt;
&lt;br /&gt;
=== Curves To Drivers ===&lt;br /&gt;
[[File:fcurvestodrivers.png]]&lt;br /&gt;
Transforms animation curves mapped to the Frame Start / Frame End of the current scene into drivers based on a property of the active pose bone.&lt;br /&gt;
Workflow:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Shift Select a bone with at least one driver you need to use&lt;br /&gt;
** Press Ctrl F1 and pick Curves to Drivers from the menu&lt;br /&gt;
** If you have more than one property, you will be presented with a popup to select which one to drive from, and then press OK&lt;br /&gt;
** Drivers are mapped to the min and max of the property (it should be a float) from frame start and frame end&lt;br /&gt;
** The original Actions are not deleted.&lt;br /&gt;
&lt;br /&gt;
=== Drivers To Curves ===&lt;br /&gt;
The Inverse of the previous option, it will copy the drivers mapped from the min/max of the property of the active pose bone into animation curves mapped to frame start/ frame end of the current scene. Workflow:&lt;br /&gt;
** select driven objects&lt;br /&gt;
** Shift Select a bone with the property you are driving with&lt;br /&gt;
** Press Ctrl F1 and pick Drivers to Curves from the menu&lt;br /&gt;
** If the bone has more than one property, you will be presented with a menu to select the desired one&lt;br /&gt;
** Curves will be created/ mapped to frame start/frame end from the min and max of that property&lt;br /&gt;
** The original drivers will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; be deleted, so you will need to do this if you want to see the animation.&lt;br /&gt;
=== Display to Render ===&lt;br /&gt;
It is often desirable that renderability curves/drivers for the objects or their modifiers match exactly with visibility curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Display to Render from the menu&lt;br /&gt;
=== Render to Display ===&lt;br /&gt;
It is often desirable that visibility curves/drivers for the objects or their modifiers match exactly with renderability curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Render to Display from the menu&lt;br /&gt;
=== Un Drive ===&lt;br /&gt;
Once you have drivers on an object it will ignore the animation in actions: In order to see it once again, you will need to remove those drivers. This utility does just that:&lt;br /&gt;
** Select driven objects&lt;br /&gt;
** Press Ctrl F1 and select Un Drive from the menu&lt;br /&gt;
=== Un Curve ===&lt;br /&gt;
Once you&amp;#039;ve finished creating your driven setup you may not want those extra actions hanging around, doing nothing. Use UnCurve to unlink them:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Press Ctrl F1 and select Un Curve to unlink all actions from your objects&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=File:Fcurvestodrivers.png&amp;diff=664</id>
		<title>File:Fcurvestodrivers.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=File:Fcurvestodrivers.png&amp;diff=664"/>
		<updated>2016-05-12T20:04:55Z</updated>

		<summary type="html">&lt;p&gt;Bassam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=663</id>
		<title>Timelapse toolbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=663"/>
		<updated>2016-05-12T20:03:41Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Curves To Drivers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tools for Timelapse Makers in the 3D Editor ==&lt;br /&gt;
[[File:timelapsetools.png]]&lt;br /&gt;
Currently split into 7 tools, they will affect animation on the object, object-data, modifiers, shapekeys, materials and nodegroups level.&lt;br /&gt;
Activate via pie menu with hotkey ctrl F1&lt;br /&gt;
&lt;br /&gt;
=== Curves To Drivers ===&lt;br /&gt;
[[File:fcurvestodrivers.svg]]&lt;br /&gt;
Transforms animation curves mapped to the Frame Start / Frame End of the current scene into drivers based on a property of the active pose bone.&lt;br /&gt;
Workflow:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Shift Select a bone with at least one driver you need to use&lt;br /&gt;
** Press Ctrl F1 and pick Curves to Drivers from the menu&lt;br /&gt;
** If you have more than one property, you will be presented with a popup to select which one to drive from, and then press OK&lt;br /&gt;
** Drivers are mapped to the min and max of the property (it should be a float) from frame start and frame end&lt;br /&gt;
** The original Actions are not deleted.&lt;br /&gt;
&lt;br /&gt;
=== Drivers To Curves ===&lt;br /&gt;
The Inverse of the previous option, it will copy the drivers mapped from the min/max of the property of the active pose bone into animation curves mapped to frame start/ frame end of the current scene. Workflow:&lt;br /&gt;
** select driven objects&lt;br /&gt;
** Shift Select a bone with the property you are driving with&lt;br /&gt;
** Press Ctrl F1 and pick Drivers to Curves from the menu&lt;br /&gt;
** If the bone has more than one property, you will be presented with a menu to select the desired one&lt;br /&gt;
** Curves will be created/ mapped to frame start/frame end from the min and max of that property&lt;br /&gt;
** The original drivers will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; be deleted, so you will need to do this if you want to see the animation.&lt;br /&gt;
=== Display to Render ===&lt;br /&gt;
It is often desirable that renderability curves/drivers for the objects or their modifiers match exactly with visibility curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Display to Render from the menu&lt;br /&gt;
=== Render to Display ===&lt;br /&gt;
It is often desirable that visibility curves/drivers for the objects or their modifiers match exactly with renderability curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Render to Display from the menu&lt;br /&gt;
=== Un Drive ===&lt;br /&gt;
Once you have drivers on an object it will ignore the animation in actions: In order to see it once again, you will need to remove those drivers. This utility does just that:&lt;br /&gt;
** Select driven objects&lt;br /&gt;
** Press Ctrl F1 and select Un Drive from the menu&lt;br /&gt;
=== Un Curve ===&lt;br /&gt;
Once you&amp;#039;ve finished creating your driven setup you may not want those extra actions hanging around, doing nothing. Use UnCurve to unlink them:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Press Ctrl F1 and select Un Curve to unlink all actions from your objects&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=662</id>
		<title>Timelapse toolbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=662"/>
		<updated>2016-05-12T19:37:22Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Tools for Timelapse Makers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tools for Timelapse Makers in the 3D Editor ==&lt;br /&gt;
[[File:timelapsetools.png]]&lt;br /&gt;
Currently split into 7 tools, they will affect animation on the object, object-data, modifiers, shapekeys, materials and nodegroups level.&lt;br /&gt;
Activate via pie menu with hotkey ctrl F1&lt;br /&gt;
&lt;br /&gt;
=== Curves To Drivers ===&lt;br /&gt;
Transforms animation curves mapped to the Frame Start / Frame End of the current scene into drivers based on a property of the active pose bone.&lt;br /&gt;
Workflow:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Shift Select a bone with at least one driver you need to use&lt;br /&gt;
** Press Ctrl F1 and pick Curves to Drivers from the menu&lt;br /&gt;
** If you have more than one property, you will be presented with a popup to select which one to drive from, and then press OK&lt;br /&gt;
** Drivers are mapped to the min and max of the property (it should be a float) from frame start and frame end&lt;br /&gt;
** The original Actions are not deleted.&lt;br /&gt;
=== Drivers To Curves ===&lt;br /&gt;
The Inverse of the previous option, it will copy the drivers mapped from the min/max of the property of the active pose bone into animation curves mapped to frame start/ frame end of the current scene. Workflow:&lt;br /&gt;
** select driven objects&lt;br /&gt;
** Shift Select a bone with the property you are driving with&lt;br /&gt;
** Press Ctrl F1 and pick Drivers to Curves from the menu&lt;br /&gt;
** If the bone has more than one property, you will be presented with a menu to select the desired one&lt;br /&gt;
** Curves will be created/ mapped to frame start/frame end from the min and max of that property&lt;br /&gt;
** The original drivers will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; be deleted, so you will need to do this if you want to see the animation.&lt;br /&gt;
=== Display to Render ===&lt;br /&gt;
It is often desirable that renderability curves/drivers for the objects or their modifiers match exactly with visibility curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Display to Render from the menu&lt;br /&gt;
=== Render to Display ===&lt;br /&gt;
It is often desirable that visibility curves/drivers for the objects or their modifiers match exactly with renderability curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Render to Display from the menu&lt;br /&gt;
=== Un Drive ===&lt;br /&gt;
Once you have drivers on an object it will ignore the animation in actions: In order to see it once again, you will need to remove those drivers. This utility does just that:&lt;br /&gt;
** Select driven objects&lt;br /&gt;
** Press Ctrl F1 and select Un Drive from the menu&lt;br /&gt;
=== Un Curve ===&lt;br /&gt;
Once you&amp;#039;ve finished creating your driven setup you may not want those extra actions hanging around, doing nothing. Use UnCurve to unlink them:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Press Ctrl F1 and select Un Curve to unlink all actions from your objects&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=File:Timelapsetools.png&amp;diff=661</id>
		<title>File:Timelapsetools.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=File:Timelapsetools.png&amp;diff=661"/>
		<updated>2016-05-12T19:27:15Z</updated>

		<summary type="html">&lt;p&gt;Bassam: Bassam uploaded a new version of File:Timelapsetools.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;toolkit for making timelapses&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_tools&amp;diff=660</id>
		<title>Timelapse tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_tools&amp;diff=660"/>
		<updated>2016-05-12T19:13:46Z</updated>

		<summary type="html">&lt;p&gt;Bassam: Bassam moved page Timelapse tools to Timelapse toolbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Timelapse toolbox]]&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=659</id>
		<title>Timelapse toolbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Timelapse_toolbox&amp;diff=659"/>
		<updated>2016-05-12T19:13:45Z</updated>

		<summary type="html">&lt;p&gt;Bassam: Bassam moved page Timelapse tools to Timelapse toolbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tools for Timelapse Makers ==&lt;br /&gt;
[[File:timelapsetools.png]]&lt;br /&gt;
Currently split into 6 tools, they will affect animation on the object, object-data, modifiers, shapekeys, materials and nodegroups level.&lt;br /&gt;
Activate via pie menu with hotkey ctrl F1&lt;br /&gt;
&lt;br /&gt;
=== Curves To Drivers ===&lt;br /&gt;
Transforms animation curves mapped to the Frame Start / Frame End of the current scene into drivers based on a property of the active pose bone.&lt;br /&gt;
Workflow:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Shift Select a bone with at least one driver you need to use&lt;br /&gt;
** Press Ctrl F1 and pick Curves to Drivers from the menu&lt;br /&gt;
** If you have more than one property, you will be presented with a popup to select which one to drive from, and then press OK&lt;br /&gt;
** Drivers are mapped to the min and max of the property (it should be a float) from frame start and frame end&lt;br /&gt;
** The original Actions are not deleted.&lt;br /&gt;
=== Drivers To Curves ===&lt;br /&gt;
The Inverse of the previous option, it will copy the drivers mapped from the min/max of the property of the active pose bone into animation curves mapped to frame start/ frame end of the current scene. Workflow:&lt;br /&gt;
** select driven objects&lt;br /&gt;
** Shift Select a bone with the property you are driving with&lt;br /&gt;
** Press Ctrl F1 and pick Drivers to Curves from the menu&lt;br /&gt;
** If the bone has more than one property, you will be presented with a menu to select the desired one&lt;br /&gt;
** Curves will be created/ mapped to frame start/frame end from the min and max of that property&lt;br /&gt;
** The original drivers will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; be deleted, so you will need to do this if you want to see the animation.&lt;br /&gt;
=== Display to Render ===&lt;br /&gt;
It is often desirable that renderability curves/drivers for the objects or their modifiers match exactly with visibility curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Display to Render from the menu&lt;br /&gt;
=== Render to Display ===&lt;br /&gt;
It is often desirable that visibility curves/drivers for the objects or their modifiers match exactly with renderability curves. This utility simply copies them over:&lt;br /&gt;
** Select driven and/ or animated objects&lt;br /&gt;
** Press Ctrl F1 and select Render to Display from the menu&lt;br /&gt;
=== Un Drive ===&lt;br /&gt;
Once you have drivers on an object it will ignore the animation in actions: In order to see it once again, you will need to remove those drivers. This utility does just that:&lt;br /&gt;
** Select driven objects&lt;br /&gt;
** Press Ctrl F1 and select Un Drive from the menu&lt;br /&gt;
=== Un Curve ===&lt;br /&gt;
Once you&amp;#039;ve finished creating your driven setup you may not want those extra actions hanging around, doing nothing. Use UnCurve to unlink them:&lt;br /&gt;
** Select animated objects&lt;br /&gt;
** Press Ctrl F1 and select Un Curve to unlink all actions from your objects&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Text&amp;diff=658</id>
		<title>Text</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Text&amp;diff=658"/>
		<updated>2016-01-26T00:31:51Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* English/Roman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mystery Font ==&lt;br /&gt;
In the station, we have a variety of text- signs for depos, etc. &lt;br /&gt;
Lets call the language &amp;#039;Sumerian&amp;#039; - not the ancient cuneiform glyphs but a modern language for a utopian current civilization.&lt;br /&gt;
With two exceptions we will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; use English / Roman characters for this&lt;br /&gt;
&lt;br /&gt;
Most of the text is not important to read; reading it will distract from the visuals, we mainly need it as a visual element, not a literal one. Thus we can make up fonts!&lt;br /&gt;
&lt;br /&gt;
Style ideas:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Text_example.png|example text!&lt;br /&gt;
File:Fontexploring.png|exploring fonts&lt;br /&gt;
File:Letters2.jpg|another example&lt;br /&gt;
File:Letters2.png|more letters&lt;br /&gt;
File:Letters!!!.jpg|moar&lt;br /&gt;
File:Slightlymorerefinedletters.png|slight refinement&lt;br /&gt;
File:Vectorletters.png|vector letters&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, choice of the general shapes of the letters is complicated by usage, I think we can identify 3 general types of lettering:&lt;br /&gt;
#signage and print : this should probably be a truetype font that is believable as type (or more than one for simple vs ornate)&lt;br /&gt;
#stencil-ish type signage: this should be similar to e.g. [http://www.dafont.com/boston-traffic.font]&lt;br /&gt;
#graphiti: we should probably hand draw this in paint programs as needed (not a font file)&lt;br /&gt;
#handwritten: could be handdrawn but we could have a &amp;#039;handwriting&amp;#039; style font. Comic sans Sumerian anybody ?&lt;br /&gt;
&lt;br /&gt;
== English/Roman ==&lt;br /&gt;
&lt;br /&gt;
There are a couple of exceptions to this - We need to read gilgamesh&amp;#039;s name in two places:&lt;br /&gt;
* Her Dogtags need to have her name in human readable form (maybe both!)&lt;br /&gt;
* The book title needs gilgamesh in human readable form. This will likely be a one-word parenthetical in a Sumerian language page&lt;br /&gt;
&lt;br /&gt;
== Numbers ==&lt;br /&gt;
Numbers should be Arabic numerals i.e.: 1,2,3,4,5,6,7,8,9&lt;br /&gt;
&lt;br /&gt;
== Add your own language ==&lt;br /&gt;
It is encouraged to add words in the artists&amp;#039; own language as occasional elements ( a word here or there, graphitti, other...)&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=Text&amp;diff=657</id>
		<title>Text</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=Text&amp;diff=657"/>
		<updated>2016-01-26T00:30:57Z</updated>

		<summary type="html">&lt;p&gt;Bassam: /* Mystery Font */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mystery Font ==&lt;br /&gt;
In the station, we have a variety of text- signs for depos, etc. &lt;br /&gt;
Lets call the language &amp;#039;Sumerian&amp;#039; - not the ancient cuneiform glyphs but a modern language for a utopian current civilization.&lt;br /&gt;
With two exceptions we will &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; use English / Roman characters for this&lt;br /&gt;
&lt;br /&gt;
Most of the text is not important to read; reading it will distract from the visuals, we mainly need it as a visual element, not a literal one. Thus we can make up fonts!&lt;br /&gt;
&lt;br /&gt;
Style ideas:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Text_example.png|example text!&lt;br /&gt;
File:Fontexploring.png|exploring fonts&lt;br /&gt;
File:Letters2.jpg|another example&lt;br /&gt;
File:Letters2.png|more letters&lt;br /&gt;
File:Letters!!!.jpg|moar&lt;br /&gt;
File:Slightlymorerefinedletters.png|slight refinement&lt;br /&gt;
File:Vectorletters.png|vector letters&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, choice of the general shapes of the letters is complicated by usage, I think we can identify 3 general types of lettering:&lt;br /&gt;
#signage and print : this should probably be a truetype font that is believable as type (or more than one for simple vs ornate)&lt;br /&gt;
#stencil-ish type signage: this should be similar to e.g. [http://www.dafont.com/boston-traffic.font]&lt;br /&gt;
#graphiti: we should probably hand draw this in paint programs as needed (not a font file)&lt;br /&gt;
#handwritten: could be handdrawn but we could have a &amp;#039;handwriting&amp;#039; style font. Comic sans Sumerian anybody ?&lt;br /&gt;
&lt;br /&gt;
== English/Roman ==&lt;br /&gt;
 There are a couple of exceptions to this - We need to read gilgamesh&amp;#039;s name in two places:&lt;br /&gt;
* Her Dogtags need to have her name in human readable form (maybe both!)&lt;br /&gt;
* The book title needs gilgamesh in human readable form.&lt;br /&gt;
&lt;br /&gt;
== Numbers ==&lt;br /&gt;
Numbers should be Arabic numerals i.e.: 1,2,3,4,5,6,7,8,9&lt;br /&gt;
&lt;br /&gt;
== Add your own language ==&lt;br /&gt;
It is encouraged to add words in the artists&amp;#039; own language as occasional elements ( a word here or there, graphitti, other...)&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
	<entry>
		<id>https://wiki.urchn.org/index.php?title=File:Letters!!!.jpg&amp;diff=656</id>
		<title>File:Letters!!!.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.urchn.org/index.php?title=File:Letters!!!.jpg&amp;diff=656"/>
		<updated>2016-01-26T00:23:42Z</updated>

		<summary type="html">&lt;p&gt;Bassam: Bassam uploaded a new version of File:Letters!!!.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bassam</name></author>
	</entry>
</feed>