how can i make keyframes not effect other keyframes?

Noved1Noved1 Posts: 160
edited May 2013 in New Users

hey, i use keyframing mostly, and i always run into the same problem, when i pose a figure at a space in the timeline, and then add a keyframe, and then pose it in the next step, then add another, it has messed up the one behind it. like when i make a figure higher in the air in a keyframe, he is now floating in the one before as well. as if the keyframes are effecting each other, even though i make sure the whole figure is selected. is their a way to make keyframes Very strict? as in, the body stays in that pose, in that keyframe, regardless of the keyframes behind or in front of it? ---note, i am using basic keyframe tools. would keymate help me here? or am i just doing something wrong?

Post edited by Noved1 on

Comments

  • JaderailJaderail Posts: 0
    edited December 1969

    Did you key frame BEFORE you changed the position? DS will auto add a key frame at the moment you move any item. To force the item to use your new Key Frame (after you move it) you must hit the ADD KEY FRAME on the timeline after you are done (the add key frame is the key with the PLUS on it). If any item's other than just the Object you wish to more are selected in the Scene Tab when you add the New Key Frame they will all move to the new translation.
    Any items that are Parented to or FitTo the object you Key Frame will also move as they auto follow all movement of the item they are attached too.

    I'm not sure what you have tried but the above is the default way DS and the Timeline works.

  • Noved1Noved1 Posts: 160
    edited May 2013

    well, i will go step by step on an example here,----i have a figure standing. then i hit a keyframe. then i move his arm up to a wave position. then i hit a keyframe. then i move his arm back down. then i hit a keyframe. thats how i do it, and yet the keys effect each other. messing up keys around themselves. i guess what im saying, is that i add a keyframe, BEFORE i move the arm, is that right?

    here look, this is a fight animation i made. if you look close, they have robot like movements because the keyframes arent smoothing into eachother, because one keyframe slightly alters the others around it. it would be much more realistic if they did not i think.
    ---note, it did not take me long to make this ani, its for the demonstration here.

    http://www.youtube.com/watch?v=NLtpr53awxo&feature=youtu.be

    Post edited by Noved1 on
  • patience55patience55 Posts: 7,006
    edited December 1969

    "just in case" ... one does move the timeline position forward for each action. If the action needs to be 'doubled' one requires more than one track which is a feature of AniMate2.

    keyframe_timeline.png
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  • JaderailJaderail Posts: 0
    edited May 2013

    Ah, okay. I've watched this in the Animation Forum (well done by they way). Key Frames do not Tween, or smooth from one to the other very well. That was why Animate and Aniblocks were created and Added much better tweening (a plugin to add features). You can and will get much better control in KeyMate if you LEARN the steps.

    Like you I'm very new to DS animation but I have Animate2 full, KeyMate and GraphMate installed on my PC. Using all three I am getting very close to the type of animation you are wanting. Close enough that I'm very happy. Daz Studio by itself has only very basic animation built in.

    EDIT: And yes as said above more than one timeline like Animate offers is the best way to do this.
    Edit 2: Aniblocks can and DO have more than one Key Frame and can stack on the SAME frame where DS will only allow one per frame.

    Post edited by Jaderail on
  • Noved1Noved1 Posts: 160
    edited May 2013

    well then, my goal now is to buy keymate then i suppose. and when i do, i should be able to have better key co-operation? because i thought that keymate was a key manager, not an animation enhancer per say, and in terms of ani-blocks, i dont know how to make my own. as i would rather do that then buy pre made ones on the shop, can i take a key framed animation iv made, and turn it into an aniblocK? and then add them one after another in a sequence? is that what you mean?

    Post edited by Noved1 on
  • patience55patience55 Posts: 7,006
    edited December 1969

    ... Edit 2: Aniblocks can and DO have more than one Key Frame and can stack on the SAME frame where DS will only allow one per frame.

    Possibly it's just my terminology ... but if one is stacking aniblocks mine seem to go into sub-tracks in AniMate2 ... then they all "play together as one" on the DS timeline.

    AniMate2 would be first on the purchase list [imho] ... with that one can make aniblocks.

    animate2.png
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  • JaderailJaderail Posts: 0
    edited December 1969

    ... Edit 2: Aniblocks can and DO have more than one Key Frame and can stack on the SAME frame where DS will only allow one per frame.

    Possibly it's just my terminology ... but if one is stacking aniblocks mine seem to go into sub-tracks in AniMate2 ... then they all "play together as one" on the DS timeline.

    AniMate2 would be first on the purchase list [imho] ... with that one can make aniblocks.If you open a Aniblock you can edit it up to like 15 different levels I think. As shown here below. Each level can have Key Frames, in the same place, that's what I meant by stacking the key frames.

    Capture5.png
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  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    As for me,,, key mate and graph mate must need (though I understand,, Animate 2 power)

    eg,, after we convert aniblock Animate2 to daz timeline ,
    I sometimes need to remove or modify each frame of each node.

    at that case,, without keymate and graph mate,, I never do it as I plan @@;

    then,,noved123, lets test it to understand ds timeline basic,,

    1. first clear scene. then load genesis.

    2, go to frame 10 , bend r-hand 60 degree. ds auto set key. you may hope to freeze the poze on the timelin,
    then to confirm,select genesis root, then set key. (it is for test only so do not expect it work,,)

    3 go to frame 20. select genesis root,
    then lets apply some poze preset what you like.
    you can see, ds set key. you may think,, ds freeze the poze on the timeline

    4 then go buck frame 10, you can see your r-hand keep the value of bend.
    ,but other node move as if you set the poze on the frame.

    it means,, when you move genesis node,, ds auto set-key about the node only on frame 10.
    so that, your r-hand can keep the value. but other node (head or neck or r-thin etc) timeline do not have key,
    do not record value (x,y,z, rotation)

    then,, ds auto interpolated the value on 10 frame which effected by 20frame which you set key about each node
    to make smooth animation ^^;

    what we need to freeze the poze on the 10 frame? = other key frames not effect other key frames, I think.

    you need to seelct all node (select root and use option, select children) then set key on the 10 frame
    when you bend the r-hand. it make key on the frame, not only r-hand but also all node on. frame 10

    after that how you poze genesis on other frame, frame 10 keep the poze which you recorded.

    it may need on frame 20. because some poze preset only save delta only, or only change some nodes.
    so that, if you make another poze on frame 30, frame 20 poze may change too.

    About DS timeline,, after pozing , select genesis root > select children > set key (click + key icon)
    on the frame.

    it must help you,, if you hope to freeze the poze about each frame and not hope affected by other frame.

    ======================================================

    then,, if you buy keymate, (and graph mate) , you can select mode "object."
    which can set key of current value about all hieralchy node of root, on the frame.
    so that you only need select root genesis, then make key in keymate.
    it never changed, when you return the frame. if you hope only make key for each node,
    you can select mode "node"

    and keymate can choose how interporation work. between two keys.
    I think,and hope,, keymate is more improved,,
    (it seems better,, when I select node,, the node auto selected in keymate,,
    and extract the node property,,)

    but I believe,, how your skill is great or like me "I just hope to record my figure are dancing and moving,,and save it as animation,,, "
    Key mate must help you much.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Jaderail said:
    ... Edit 2: Aniblocks can and DO have more than one Key Frame and can stack on the SAME frame where DS will only allow one per frame.

    Possibly it's just my terminology ... but if one is stacking aniblocks mine seem to go into sub-tracks in AniMate2 ... then they all "play together as one" on the DS timeline.

    AniMate2 would be first on the purchase list [imho] ... with that one can make aniblocks.

    If you open a Aniblock you can edit it up to like 15 different levels I think. As shown here below. Each level can have Key Frames, in the same place, that's what I meant by stacking the key frames.

    :gulp: oh my! okay ... hay! How about that ... that should keep me busy awhile eh.

  • edited December 1969

    You can try these scripts too https://sites.google.com/site/mcasualsdazscripts/setinterpolation-for-ds2-3

    Before getting KeyMate and GraphMate I made a HUGE use of them!

  • aristarh1970aristarh1970 Posts: 41
    edited September 2019

    I read thi usefull topic on 2019, but can not find mentioned tools, KeyMate and GraphMate in Daz Store. 
    What can I use now to isolate figures in TimeLine keyframes?

     

    Post edited by aristarh1970 on
  • I read thi usefull topic on 2019, but can not find mentioned tools, KeyMate and GraphMate in Daz Store. 
    What can I use now to isolate figures in TimeLine keyframes?

    They have been purchased by Daz and their features are in the timeline pane in the new DS 4.12 release.

  • DekeDeke Posts: 1,631

    Kudos to Daz for buying those plugins and making them integral to the program. i hope this cuts down on instances where keyframes in keymate don't jibe with keyframes in the timeline. ( I've often found that keyframes deleated from keymate may still exist in the timeline. )

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