My Keyframe Breakthrough

I thought I understood what a "keyframe" was. That was my mistake.

I took for granted that when assigning a keyframe to a selected entity, the keyframe would, by default, be assigned to all the children of the selected entity. That's the way some programs work. Today, after scratching my way through years worth of posts I learned that was not the case. If you want the children selected, which will be most of the time, you have to go through the selection ritual. Otherwise you may get goofy results, as I have gotten for a long time. I found it, read it, tested it, and got perfect results for the first time ever. I was stunned. I may celebrate this day every year. If I had a cigar I would light it.

I would have made "Select Children" the selectable default. If I was a code jockey I would write a script that did this.

Maybe this will help you. Keyframing is easy. Discovering things like this, not so much.

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,804

    I'm not sure why you would want to kety children by default, except in the special case of applying a pose and wnating to key all the bones at once to lock it for that frame - which could probably be handled by a script.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,205
    edited April 2020

    dunno it's one of the things Carrara does by default and one of the reasons I dislike animating in DAZ studio devil

     

    ... mind you there are so many others cheeky

    Post edited by WendyLuvsCatz on
  • I'm not sure why you would want to kety children by default, except in the special case of applying a pose and wnating to key all the bones at once to lock it for that frame - which could probably be handled by a script.

    There are two reasons I would do that.

    First, I learned keyframing in Flash. Flash does it. It's what I got used to. Keyframe means keyframe. No ifs, ands or buts.

    Second and moreover, if it's a user-selectable setting, it is irrelevant why anyone would choose it. Usability rule of thumb = let the user decide. RESET TO DEFAULT is always there for those who prefer it.

    :-)

    .................

  • dunno it's one of the things Carrara does by default and one of the reasons I dislike animating in DAZ studio devil

     

    ... mind you there are so many others cheeky

    In my life I have been accused of imposing simplicity on inherently complex subjects... an accusation I am proud of to this day. ;-)

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,205

    Poser does it too devil

  • barbultbarbult Posts: 24,240

    The Daz Studio timeline has key type choices of Object, Node Recurse, Node and Properties, but I can't find documentation on what the difference is or when each should be used.

  • edited April 2020
    barbult said:

    The Daz Studio timeline has key type choices of Object, Node Recurse, Node and Properties, but I can't find documentation on what the difference is or when each should be used.

    At first glance, Node Recursive (one post called it 'node reclusive') seems to get 'em all, selected or not. I can't find docs either. I'll experiment with this.

    THIS from NOV19:

    "Well, I think I may have figured it out, if anyone else has keyframes mysteriously changing on you for no reason you can decipher, check to make sure the box right next to the create keyframe button says "node recursive" in it and not just "node".

    Post edited by laststand@runbox.com on
  • Richard HaseltineRichard Haseltine Posts: 100,804
    barbult said:

    The Daz Studio timeline has key type choices of Object, Node Recurse, Node and Properties, but I can't find documentation on what the difference is or when each should be used.

    See https://www.daz3d.com/forums/discussion/comment/4870561/#Comment_4870561 for some basic definitions

  • edited April 2020
    barbult said:

    The Daz Studio timeline has key type choices of Object, Node Recurse, Node and Properties, but I can't find documentation on what the difference is or when each should be used.

    See https://www.daz3d.com/forums/discussion/comment/4870561/#Comment_4870561 for some basic definitions

    This is valuable information Richard. Thank you. This is a fairly recent change.

    I see that once this selection is made, it doesn't revert. It remains when the program is closed and reopened. This is handy.

    Post edited by laststand@runbox.com on
  • barbultbarbult Posts: 24,240

    Thank you, Richard. What is the difference between "for all nodes of the primary selected object" (Object) and "for the primary selected node and all of its decendants" (Node Recurse")? Does the second one include parented objects, like clothing and smart props, or have I guessed wrong?

  • Richard HaseltineRichard Haseltine Posts: 100,804
    edited April 2020

    I think that Object affects all nodes, not just those thata re descenfants of the selection, while Node Recurse affects only the selected node and its descendants - so if you had a figure seleced they would do the same, but with a bone selected they would be different. {Edit: yes, confirmed.]

    Post edited by Richard Haseltine on
  • edited April 2020

    Is it possible to disable automatic keyframing?

     

     

    Post edited by laststand@runbox.com on
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