Animation - Can you turn off keyframe recording?

eric suscheric susch Posts: 133
edited July 2016 in Daz Studio Discussion

Is there any way to turn off recording of keyframes?  For example I have a character walking into a pool of light.  I have to adjust the light at frame 1200 after the character walks in but everytime I move something, translation, light level etc. it sets a keyframe on that frame and I have to go back to frame one and fix everything because now the light is moving in the beginning of the shot.  Any way to toggle keyframe recording on and off like in other software?

I have AniMate 2, KeyMate, and GraphMate if that helps.

 

Post edited by eric susch on

Comments

  • KA1KA1 Posts: 1,012
    edited July 2016

    In these circumstances I add a keyframe literally the frame before I need the move. So in Keymate, with the light set a keyframe in exactly the same position as frame 0 at frame 1199 and then keyframe 1200 to your new position. Daz Studio will no longer try to keyframe from frame 0 to your 1200 frame as it has a constant for the first 1199 frames - hopefully this makes sense?

    Post edited by KA1 on
  • Richard HaseltineRichard Haseltine Posts: 102,443

    If the issue is the camera you are looking through, use Perspective View for set-up - it is not tracked for animation or undo, nor is it saved with the scene.

  • MythmakerMythmaker Posts: 606
    edited July 2016

    If the issue is the camera you are looking through, use Perspective View for set-up - it is not tracked for animation or undo, nor is it saved with the scene.

    That's what I thought. But my Perspective View ALWAYS remember cam position in undo steps - simply frustrating not to mention inefficient/ silly!  

    I did recall this being a constant pain in previous DS versions and have been dealt with so I thought it must be some preference setting I didn't switch on.

    After reading this I went for another round of tests. And guess what?

    Perspective camera STILL tracks undo - with 3D mouse control! (but if viewport Cube/ pan/ frame is used then it doesn't track)

    Possibly a version update bug or an oversight. Just put in a zendesk ticket in any case.

    Not sure if other keyboard/ mouse controlling will also track undo. Probably this annoying needless tracking issue is still occuring and people don't know it's not supposed to behave this way anymore and putting up with it.

    But thanks for confirming that NOT tracking undo/ animation is the expected Perspective Camera behavior! 

    Post edited by Mythmaker on
  • Richard HaseltineRichard Haseltine Posts: 102,443

    That's weird - thank you for reporting it in a ticket.

  • eric suscheric susch Posts: 133

    Thanks KA1 but that's not what I'm trying to do.  The light is not supposed to move in the scene at all.  It's supposed to be static throughout.  It needs to be set and adjusted relative to other objects in the scene and that can't be done at frame zero because they haven't arrived in the scene yet.

    This happens all the time.  Certain objects are supposed to be static but they are positioned to react to other things in the scene which are already animated and moving.  It's a comon issue but it's impossible to explain in words ;-/

    Yes Richard, the prieview pane will get you there in the beginning with a camera, but after you've set focal length, etc. and want to go back and make fine adjustments to the camera, you end up with the same issue.

    Is there no way to turn off keyframe recording?  Even if you could turn it off just for a specific object in the scene it would be extremely helpful.

  • KA1KA1 Posts: 1,012
    In which case doesn't changing the key frame to "constant" stop it from animating between key frame set ups?
  • Richard HaseltineRichard Haseltine Posts: 102,443

    One way to make an item unanimatable would be to save this as a script (a .dsa file) or paste it into a new custom action in Window>Workspace>Customise

    // get Promary Selection - making this work on all selected nodes is left as an exercisevar node = Scene.getPrimarySelection();// Assuming we have a node (something was selected)if ( node ) {	// get all of the properties for the node	var props = node.getPropertyList();	for ( var n = 0 ; n < props.length ; n++ ) {		// turn off animation for each property		props[ n ].setCanAnimate( false );	}}

    then run it (by double-clicking the script file or running the custom action from a toolbar or menu that you ahve added it to) with the camera selected.

  • eric suscheric susch Posts: 133

    Richard,

    Thanks for this script!  I saved it as a .dsa and also made another one to turn animation back on (by changing the last paramater to "true")  Been testing out the two buttons today and it looks like they work great!  This will save me a tremendous amout of time and keep my brain from melting.  Thanks so much!

     

  • Richard HaseltineRichard Haseltine Posts: 102,443

    You're welcome.

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