keyed sub-components

Singular3DSingular3D Posts: 545

I understand what DeltaAdd and Multiply are for, but what is the purpose of Keyed and how does it work.

Here is an example from a snapshot of the parameter hierarchy. This is a correction for a joint bend. What do the keys mean and the key type TCB?

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G3-Keyed.jpg
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Post edited by Singular3D on

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,770

    Keyed ERC allows you to have a non-linear relationship between controller and controlled - for example with a joint and a JCM the JCM might be set nott o kick in until the bend hit 20 degrees (when the leg met the skirt say), then turn on in a series of icnreasing steps as the limb continues to bend. To set it up, set the vlues for the controller and the controlled properties at keys ibon the timeline (set both to 0 at frame zero, then move forward and set the bend to 20 and again the morph to 0, then go to 40 and set the morph to .2, etc.): once the sequence exists on the timeline use ERC Freeze as usual and check the Keyed (Extract from play Range) box.

  • Singular3DSingular3D Posts: 545

    Thanks, that makes sense to me. Seems that I slowly begin to understand the technical details of Genesis 3 and Daz Studio.

    So in the example above the morph will be zero at 0 then rise linear to 1 at a value of 70. Stay at 1 up to 110 and then fall linear to 0 again till 155.5

  • Richard HaseltineRichard Haseltine Posts: 102,770

    Yes, that sounds right.

  • Victor_BVictor_B Posts: 391

    Keyed ERC allows you to have a non-linear relationship between controller and controlled - for example with a joint and a JCM the JCM might be set nott o kick in until the bend hit 20 degrees (when the leg met the skirt say), then turn on in a series of icnreasing steps as the limb continues to bend. To set it up, set the vlues for the controller and the controlled properties at keys ibon the timeline (set both to 0 at frame zero, then move forward and set the bend to 20 and again the morph to 0, then go to 40 and set the morph to .2, etc.): once the sequence exists on the timeline use ERC Freeze as usual and check the Keyed (Extract from play Range) box.

    For example, I want custom pJCMThighFwd_115_R works starting from 70% of Bend. So I created 3 frames:

    1. Bend 0%, JCM value = 0
    2. Bend 70%, JCM value = 0
    3. Bend 100%, JCM value = 1

    What should I do next to save these values. I never used ERC Freeze before. As usual. ;)

    And second... not a question, but notice: the morph looks ugly after this manipulation at bend 100%. Any ideas?

    Thank you.

  • You don't actually have to use keyed ERC for that - you could just set the JCM's limits to 0 min and 1 max, then in the regular ERC DeltaAdd set the multiplier to 1/30 (assuming those are degrees, not percent) and add -2.3333 - that way the total value will be negative until the bend hits 70, so with the limits on nothign will happen, then it will climb by 1/30 until it hits 1 at a value of 100 (and then stops increasing).

  • Victor_BVictor_B Posts: 391

    That was just an example. I still don't know how to create keyed ERC actually. I don't understand the Math in your answer, so I can't use this method in a future. But thanks for answer anyway...

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