Editing keyframes for a morph in Daz?
joeshelton0001_f3a8ae879b
Posts: 54
Hey guys,
I was wondering if it is possible to edit/delete/move keyframes on the timeline (or elsewhere) in Daz 4.5 for a specific morph. If not, is there a way to zero out a morph for a scene? Basically I have a scene I want to have multiple versions of with different morph automation, and figuring this out would make it much easier.
Also, I have this plugin that I use almost exclusively (http://www.daz3d.com/keymate). It expands on Daz's animation capabilities quite a bit, but I can't figure out how to do what I'm trying to do with it either.
Any help would be greatly appreciated!
Comments
Hmmm... that will depend on the Morph. Most morphs effect so much of the figure that they create MANY keyframes. This is how I do morphs on the Timeline, I start with a Keyframe at Zero for the morph, and keyframe that. I then at another point add the full morph I wish to be used. I keyframe that on the timeline, from there I can set the morph back to zero in just one frame if I need to remove the Morph. To start and end the morph I can just move the FULL body keyframes using keymate. Have you watched the Keymate tutorials on YouTube?
Well, part of my problem is that this morph is being automated on top of an elaborate animation, so if I were to move the full body keyframes it would disrupt the animation itself. If I set a morph to 0 then it registers that as a keyframe, and then I become unable to "undo" it without deleting the entire full body keyframe. I would have figured that there would be a separate automation channel generated for morphs so that they could operate independently, but is that not the case? I'll check the youtube tutorial out and see if I learn anything, and report back. Thanks for the response!
EDIT: So , I found the answer I was looking for in the tutorial. Thanks for the heads up on it! Here's what I found...
In the KeyMate pane,if you set the dropdown box that says "TR" by default to "TRSV", this displays the "value" keyframes in addition to the translation, rotation, and scale keyframes. They exist on those independent channels that I thought must exist somewhere. You access them by expanding the tree node for a figure and then expanding the newly visible "Values" node. All the morphs, plus other stuff, are there. Very useful.
I was thinking of a much simpler type of Morph than you have done. From the post I could not tell the depth of understanding you had so just addressed a simple one. I'm very glad your able to proceed with your work. Render On.