Retiming with an animation curve

Do you think you could add a retiming feature driven by a bezier curve. We simulate, draw the curve and then resimulate for retiming the cache slow or fast motion based on a speed curve and PhoenixFd would interpolate the cache to create an new one so the resim would a lot less time than the original sim took.

Thanks.

is it not possible now? what if you animate the input and use it for resimulation?

I will have to try. Anybody tried it already?

Hello! Was not possible, but currently we are implementing it. Stay tuned :slight_smile:

hi team,

just wondering if there might be an eta for the retime feature. just had a client request to speed up a completed water/splash/foam sim by x% and render. i’m basing this on making a screen preview only which causes flashing frames. haven’t tried rendering yet. that’ll be next. thanks!

just did a quick render. the water mesh seems retimed however particles are flashing on and off.

Hello! In case of speeding up the simulation, you don’t need retime - the input panel play speed is enough. However, in order to blend between particle frames, you need to first simulate them with an exported particle ID channel - either from the Foam or Splash rollout, or from the PHX Source, depending on how you created them. Otherwise blending between frames won’t know which particle from one frame to blend with from another frame.

fantastic. thanks so much!

Hi! We finally added the “re-time” feature to the nightly builds, so you may try it out :slight_smile: It’s still quite beta, but will do the job in general cases.

Here’s some more info on that:

Thanks Svetlin! That’s great news. I’ll give it a go!