Copy and paste keyframes give crazy result

So I'm trying to copy and paste keyframes so I don't have to create the full walk for every frame, and this happened:

https://youtu.be/CZBUV0y-D1I

All I did was copy all the keyframes and pasted them, nothing more, nothing less. I'm flabbergasted. For the time being, because I'm in a time crunch, I'm just going to have to create all the keys by hand I guess, but if anyone knows any ways to fix this or if I'm doing something wrong, please let me know. Thank you! 

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,204

    DAZ studio interpolates everything and you cannot keyframe everything at once unlike many other softwares or even everything on one figure

    unless you select everything in  both the scene and parameters expanded and then it likely misses morphs

    Puppeteer is the only way I know around this

  • WendyLuvsCatz said:

    DAZ studio interpolates everything and you cannot keyframe everything at once unlike many other softwares or even everything on one figure

    unless you select everything in  both the scene and parameters expanded and then it likely misses morphs

    Puppeteer is the only way I know around this

    Wow. Good to know. I'll give Puppeteer a try then. Thank you so much @WendyLuvsCats

  • WendyLuvsCatz said:

    DAZ studio interpolates everything and you cannot keyframe everything at once unlike many other softwares or even everything on one figure

    I'm not sure what you mean. Key Creation Scope, in the Timeline pane's option menu or a button showing the current setting at the foot of the pane, defaults to Node recursive (sets keys for the seelcted node and its children). There's also Object (sets keys for the whole object hierarchy) and node (just sets keys for the selected node). Morphs do tend to be on the root node for figures, unless cloned or moved to a bone, so yes Node Recursive might miss those.

    unless you select everything in  both the scene and parameters expanded and then it likely misses morphs

    Puppeteer is the only way I know around this

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,204
    edited January 2021

    Richard Haseltine said:

    WendyLuvsCatz said:

    DAZ studio interpolates everything and you cannot keyframe everything at once unlike many other softwares or even everything on one figure

    I'm not sure what you mean. Key Creation Scope, in the Timeline pane's option menu or a button showing the current setting at the foot of the pane, defaults to Node recursive (sets keys for the seelcted node and its children). There's also Object (sets keys for the whole object hierarchy) and node (just sets keys for the selected node). Morphs do tend to be on the root node for figures, unless cloned or moved to a bone, so yes Node Recursive might miss those.

    unless you select everything in  both the scene and parameters expanded and then it likely misses morphs

    Puppeteer is the only way I know around this

     

    I gave up on copy and paste already in keymate

    and soon found the same issue in the new timeline too 

    in Carrara for example if I have something selected and click create keyframe, if you expand everything, everything has a keyframe, every bone all the subvalues like scaling visibility, rotation etc all the way down.

    Puppeteer on the other hand does do this each keyframe and also create aniblock from timeline then bake that aniblock to timeline

    Post edited by WendyLuvsCatz on
  • Sven DullahSven Dullah Posts: 7,621

    WendyLuvsCatz said:

    Richard Haseltine said:

    WendyLuvsCatz said:

    DAZ studio interpolates everything and you cannot keyframe everything at once unlike many other softwares or even everything on one figure

    I'm not sure what you mean. Key Creation Scope, in the Timeline pane's option menu or a button showing the current setting at the foot of the pane, defaults to Node recursive (sets keys for the seelcted node and its children). There's also Object (sets keys for the whole object hierarchy) and node (just sets keys for the selected node). Morphs do tend to be on the root node for figures, unless cloned or moved to a bone, so yes Node Recursive might miss those.

    unless you select everything in  both the scene and parameters expanded and then it likely misses morphs

    Puppeteer is the only way I know around this

     

    I gave up on copy and paste already in keymate

    and soon found the same issue in the new timeline too 

    in Carrara for example if I have something selected and click create keyframe, if you expand everything, everything has a keyframe, every bone all the subvalues like scaling visibility, rotation etc all the way down.

    Puppeteer on the other hand does do this each keyframe and also create aniblock from timeline then bake that aniblock to timeline

    I copy paste keyframes all the time in DS4.9 keymate/graphmate, never had any issues.

  • Sven Dullah said:

    WendyLuvsCatz said:

    Richard Haseltine said:

    WendyLuvsCatz said:

    DAZ studio interpolates everything and you cannot keyframe everything at once unlike many other softwares or even everything on one figure

    I'm not sure what you mean. Key Creation Scope, in the Timeline pane's option menu or a button showing the current setting at the foot of the pane, defaults to Node recursive (sets keys for the seelcted node and its children). There's also Object (sets keys for the whole object hierarchy) and node (just sets keys for the selected node). Morphs do tend to be on the root node for figures, unless cloned or moved to a bone, so yes Node Recursive might miss those.

    unless you select everything in  both the scene and parameters expanded and then it likely misses morphs

    Puppeteer is the only way I know around this

     

    I gave up on copy and paste already in keymate

    and soon found the same issue in the new timeline too 

    in Carrara for example if I have something selected and click create keyframe, if you expand everything, everything has a keyframe, every bone all the subvalues like scaling visibility, rotation etc all the way down.

    Puppeteer on the other hand does do this each keyframe and also create aniblock from timeline then bake that aniblock to timeline

    I copy paste keyframes all the time in DS4.9 keymate/graphmate, never had any issues.

    I miss Keymate. Up until 4.14 I could still use it. I don't think 4.9 supports a 3090 graphics card (and I didn't start Daz till 4.10 so I wouldn't even have that one) so I'm kind of stuck with the latest version otherwise I'd use 4.12 and have access to keymate as you're right, never had an issue with that. 

  • Sven DullahSven Dullah Posts: 7,621

    benniewoodell said:

    Sven Dullah said:

    WendyLuvsCatz said:

    Richard Haseltine said:

    WendyLuvsCatz said:

    DAZ studio interpolates everything and you cannot keyframe everything at once unlike many other softwares or even everything on one figure

    I'm not sure what you mean. Key Creation Scope, in the Timeline pane's option menu or a button showing the current setting at the foot of the pane, defaults to Node recursive (sets keys for the seelcted node and its children). There's also Object (sets keys for the whole object hierarchy) and node (just sets keys for the selected node). Morphs do tend to be on the root node for figures, unless cloned or moved to a bone, so yes Node Recursive might miss those.

    unless you select everything in  both the scene and parameters expanded and then it likely misses morphs

    Puppeteer is the only way I know around this

     

    I gave up on copy and paste already in keymate

    and soon found the same issue in the new timeline too 

    in Carrara for example if I have something selected and click create keyframe, if you expand everything, everything has a keyframe, every bone all the subvalues like scaling visibility, rotation etc all the way down.

    Puppeteer on the other hand does do this each keyframe and also create aniblock from timeline then bake that aniblock to timeline

    I copy paste keyframes all the time in DS4.9 keymate/graphmate, never had any issues.

    I miss Keymate. Up until 4.14 I could still use it. I don't think 4.9 supports a 3090 graphics card (and I didn't start Daz till 4.10 so I wouldn't even have that one) so I'm kind of stuck with the latest version otherwise I'd use 4.12 and have access to keymate as you're right, never had an issue with that. 

    Yeah I'm sorry to hear about your issues with the "new improved timeline". Let's hope they eventually sort it out. I have no reason to upgrade since I render in 3DL and everything works more or less as expected. (I may reconsider if DAZ unexpectedly decides to update 3DL to the latest version 13 with OSL- and USD support etc.)  Maybe ask tech support for a DS build that supports keymate and do the animating in that?

  • marblemarble Posts: 7,500

    I am on 4.15 and still using Keymate and Graphmate. I do have the purchased products so perhaps there was a free version that has been replaced by the new timeline? I tried the new timeline but prefer Keymate & Graphmate.

    I just wish it could be possible to create a new single-frame scene from any frame on the timeline without including the whole animation. I've tried various suggestions and can't get any of them to work for me. Still, that's slighty Off Topic for this thread.

  • WendyLuvsCatz said:

    Richard Haseltine said:

    WendyLuvsCatz said:

    DAZ studio interpolates everything and you cannot keyframe everything at once unlike many other softwares or even everything on one figure

    I'm not sure what you mean. Key Creation Scope, in the Timeline pane's option menu or a button showing the current setting at the foot of the pane, defaults to Node recursive (sets keys for the seelcted node and its children). There's also Object (sets keys for the whole object hierarchy) and node (just sets keys for the selected node). Morphs do tend to be on the root node for figures, unless cloned or moved to a bone, so yes Node Recursive might miss those.

    unless you select everything in  both the scene and parameters expanded and then it likely misses morphs

    Puppeteer is the only way I know around this

     

    I gave up on copy and paste already in keymate

    and soon found the same issue in the new timeline too 

    in Carrara for example if I have something selected and click create keyframe, if you expand everything, everything has a keyframe, every bone all the subvalues like scaling visibility, rotation etc all the way down.

    Set the Scope to Object and the Type to include whatever you want to include, and with part of the target figure selected the Create keyframe will do what you want

    Puppeteer on the other hand does do this each keyframe and also create aniblock from timeline then bake that aniblock to timeline

  • IvyIvy Posts: 7,165
    edited January 2021

    Another good solutions Bennie for this issue would be to try &  save your fist part of the walk cycle as a aniblock  and join them together for the length of the walk cycle you need and bake them into the timeline. Its time consuming and sometimes you get those stupid little hops or skips when joining aniblocks and rescaling characters.  My solution for copy and pasting keyframes believe it or not, is I am still using a old plugin for daz studio & poser called animator and it allows for copy of exact translations so when you copy and paste keyframes they match., Its 1000% better than the daz studio timeline for coping keyframes because it includes the morph values.  unfortunately The animator is no longer available in the daz Store

    I am not sure if zonegfx.com is still offering it for sale.

     

     

    animator-daz-studio-plugin-large.jpeg
    500 x 650 - 88K
    Post edited by Ivy on
  • benniewoodellbenniewoodell Posts: 1,969
    edited January 2021

    Ivy said:

    Another good solutions Bennie for this issue would be to try &  save your fist part of the walk cycle as a aniblock  and join them together for the length of the walk cycle you need and bake them into the timeline. Its time consuming and sometimes you get those stupid little hops or skips when joining aniblocks and rescaling characters.  My solution for copy and pasting keyframes believe it or not, is I am still using a old plugin for daz studio & poser called animator and it allows for copy of exact translations so when you copy and paste keyframes they match., Its 1000% better than the daz studio timeline for coping keyframes because it includes the morph values.  unfortunately The animator is no longer available in the daz Store

    I am not sure if zonegfx.com is still offering it for sale.

     

    @Ivy I didn't even think of the aniblock option, that's a great idea! I'm going to try that, thank you :)

    And I'll poke around and see if this plugin is still available through them as another option!

    Post edited by benniewoodell on
  • I have dealt with this problem many times and my way to solve it is to go to the node that is giving problems (neck, head, arm, forearm, etc) and select the keyframes with the problem and change it to linear interpolation, that should solve your problem for that node!
    Repeat the same process for all nodes that have been affected!

    https://mega.nz/file/bF5QFIDQ#jFy5tnPIoke_22eFEP-Z7gzbKCzt8IAJsmM2ZauGA0g

  • surrealsurreal Posts: 168

    I suspect it is a floating point error in the TimeLines copy/paste function for TCB values. (a double paste as float, or vice versa)

    To fix the keys that you have pasted,

    1. Select all the keys that you have pasted,
    2. Then set/overwrite their TCB:Tension value (e.g. set it to 0),

    That usually fixes the problem,
    If it does not then,

           4.do the same for the TCB:Continuity and TCB:Bias (set them to 0)

    Changing the interpolation to Linear(or Constant) works because the problem is just in the TCB values.

     

     

  • tfistfis Posts: 129

    Quite an old thread, but someone googling the answer and landing here will be quiet happy (which happens to me many times).

    What helped me:
    V4.16

    Mark the keys (triangles)
    Change to linear
    Change back to TBC
    Done

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