How to make morphs show in keyframes for animations?

I'm having issues with third party morphs such as hand poses, body controls, etc. These don't seem to show as keyframes on the timeline. So even if I delete all keyframes, that particular frame will still do whatever the morph is set to do on that frame. Selecting all Types such as Other (O) and Hidden (H) doesn't seem to help.

Any ideas? This issue really makes animations a lot harder than it should be.

 

Thank you

Comments

  • Have you enabled Aliases(A)? Are the morphs from Daz or are they from other stores/freebies?

  • I have enabled (A) as well as every other option there. The morphs that 100% don't show up are from Daz store but not Daz original products such as glute control.

     

    For example, I was creating a small dance animation and used glute and breast control parameters to control movement. Later on I adjusted the animation by manually dragging one of the keyframes to a different frame number. However the breast and glute motions continued on the original frame which no longer has a keyframe. Only way to resolve it was to select that frame, manually set the parameters to 0% and set them to the correct value on the new frame.

  • Are you sure you had the right node selected? Those are, as I recall, pose controls on the figure rather than bone properties.

  • tapanojumtapanojum Posts: 73
    edited November 2019

    Yes, you're right. Only way to access these parameters as far as I'm aware is to select the whole figure node -> Pose Controls -> Parameters. Are key frames only created for bone properties?

    Edit: So I just went back and tested it. Using any of these parameters does indeed create a keyframe and creates behavior as expected. Perhaps some steps I take in my animation process is wrong? I was just able to replicate this issue by doing the following.

     

    1. Frame 1: Right Glute Rotation = 0%
    2. Frame 7: Right Glute Rotation = 100%
    3. Create new Keyframe at frame 5, Right Glute Rotation correctly is at 80.2%
    4. Set Keyframe 5 Right Glute Rotation to 0%

    Expected Result: Frame 0 to 5 should have Right Glute Rotation at 0%

    Actual Result: Frame 0 = 0%, Frame 1 = -2.3%, Frame 2 = -6.9%, Frame 3 = -10.3%, Frame 4 = -9.1%, Frame 5 = 0%

    Deleting Keyframe 5 corrects the previous frames in that they are now gradually increasing from 0 to 100% on Frame 7. Am I going about this the wrong way?

     

    Post edited by tapanojum on
  • tapanojum said:

    Yes, you're right. Only way to access these parameters as far as I'm aware is to select the whole figure node -> Pose Controls -> Parameters. Are key frames only created for bone properties?

    Edit: So I just went back and tested it. Using any of these parameters does indeed create a keyframe and creates behavior as expected. Perhaps some steps I take in my animation process is wrong? I was just able to replicate this issue by doing the following.

     

    1. Frame 1: Right Glute Rotation = 0%
    2. Frame 7: Right Glute Rotation = 100%
    3. Create new Keyframe at frame 5, Right Glute Rotation correctly is at 80.2%
    4. Set Keyframe 5 Right Glute Rotation to 0%

    Expected Result: Frame 0 to 5 should have Right Glute Rotation at 0%

    Actual Result: Frame 0 = 0%, Frame 1 = -2.3%, Frame 2 = -6.9%, Frame 3 = -10.3%, Frame 4 = -9.1%, Frame 5 = 0%

    Deleting Keyframe 5 corrects the previous frames in that they are now gradually increasing from 0 to 100% on Frame 7. Am I going about this the wrong way?

    That is the default interplation in action - you need to adjust it so that its a constant 0 from frame 0 to frame 5, then sharply or smothly starts to increase (not that you will be able to tell the diffrence between sharp and smooth over two frames) to frame 7. You can use the graph editor to see that.

  • Thanks for your help Richard, I think I'm starting to identify where I'm bungling things up in the process.

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