Transfer "Point At" to timeline?

Hi all,

I really like the "Point At" feature for getting body parts to animate smoothly, but there are certain limitations that I'm sure everyone is aware of. For example, when an arm is fixed in "Point At" mode, then you cannot twist it or add any layers of motion on top of it. It's very frustrating when you want to tweak an AniBlock or add layers to them.

My question, is there a way to "burn in" the animation keys generated by a Point At control? That is to say, take the actual position of the figure and transfer it to the timeline? Then after you delete the null and deactivate the "Point At" command, you should still see the figure animate in the same positions it generated as if the Point At were activated. For example, point the arm at a null, then transfer all those positions to the timeline and into an AniBlock, then add a new layer of motion on top of that (e.g., arm twisting).

I hope I'm making sense. Does anyone know of a way to do this? I've tried several approaches, but Daz seems to just use Point At as a kind of override. When you try to transfer the animation to the timeline in the form of keyframes, it just reverts back to the old positions once the PointAt is deactivated. There doesn't seem to be a way to preserve the results of a PointAt command once it is removed.

 

Thanks!

Comments

  • barbultbarbult Posts: 24,876

    Here is a site with a lot of free animation and posing helpers. I think you might find alternatives to "point at".

  • JD_MortalJD_Mortal Posts: 760

    Copy and paste the values, one at a time...

    Or try COPY SELECTED ITEM, while on the pose-tab and the character is selected. Then PASTE POSE TO SELECTED ITEM, at the point where you wanted the pose to be portrayed. (Done by the "Options list icon", in the top right/left of the pose-tab window.)

    I believe the purpose of "Point-at" is to be "non-destructive posing", so it doesn't alter your "original pose", permanantly.

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