Keyframe animation#

Tutorial on making keyframe-based animation in FURY using custom functions.

import numpy as np
from fury import actor, window
from fury.animation import Animation

scene = window.Scene()

showm = window.ShowManager(scene,
                           size=(900, 768), reset_camera=False,
                           order_transparent=True)


cube = actor.cube(np.array([[0, 0, 0]]), (0, 0, 0), (1, 0, 1), scales=6)

Creating an Animation to animate the actor and show its motion path.

anim = Animation(length=2 * np.pi, loop=True, motion_path_res=200)

Adding the sphere actor to the timeline This could’ve been done during initialization.

Creating time dependent functions.

def pos_eval(t):
    return np.array([np.sin(t), np.cos(t) * np.sin(t), 0]) * 15


def color_eval(t):
    return (np.array([np.sin(t), np.sin(t - 2 * np.pi / 3),
                      np.sin(t + np.pi / 3)]) + np.ones(3)) / 2


def rotation_eval(t):
    return np.array([np.sin(t) * 360, np.cos(t) * 360, 0])


def scale_eval(t):
    return (np.array([np.sin(t), np.sin(t - 2 * np.pi / 3),
                      np.sin(t + np.pi / 3)]) + np.ones(3) * 2) / 5

Setting evaluator functions is the same as setting interpolators, but with one extra argument: is_evaluator=True since these functions does not need keyframes as input.

anim.set_position_interpolator(pos_eval, is_evaluator=True)
anim.set_rotation_interpolator(rotation_eval, is_evaluator=True)
anim.set_color_interpolator(color_eval, is_evaluator=True)
anim.set_interpolator('scale', scale_eval, is_evaluator=True)

changing camera position to observe the animation better.

scene.set_camera(position=(0, 0, 90))

Adding the animation to the show manager.

showm.add_animation(anim)


interactive = False

if interactive:
    showm.start()

window.record(scene, out_path='viz_keyframe_animation_evaluators.png',
              size=(900, 768))
viz using time equations

Total running time of the script: ( 0 minutes 0.106 seconds)

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