Help, aniMate2 translate values moving on it's own
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Hello I just started using animate2 and I'm facing a very annoying problem, I'm creating a new aniblock from scrach by using pose presets on a genesis 8 figure, so I create the empty aniblock, then I go into keyframe mode, then I select the first keyframe and apply the initial pose, everything good there, but the problem comes when I click the next frame or any other frame to aply the second pose and suddently the figure moves on its own, only the X,Y,Z Translates change values around 3 units, and if I go back to the first frame it's changed, I reapply the poses but the second I change to another frame it moves. I tryed starting over in a new file with nothing but the genesis figure and the same thing happened, it only happens with poses that modify the X,Y,Z translates.
Please any ideas of how to fix this are welcome.
Comments
Try creating a key frame at frame 0 before applying your pose, from the desxription I think the issue is that the second pose is setting properties that were not modified by the first pose and so have no keys.
I tryed creating the keyframe first but I got the same problem, I don't have to apply the second pose for the figure change, just by clicking in another frame it moves,
Thanks for the answer
From my understanding you cannot use the timeline and aniblocks together, I think there's something in aniblocks where youcould do like a sub line or something but I gave up like three years ago trying to adjust aniblocks as it gave me a headache and I just learned how to hand keyframe most of what I need to do. What you could do is whatever aniblock you're using, you'll have to bake those keyframes to the studio timeline and then in there adjust what you want, but you'll have to delete all the keyframes in-between the keys otherwise it'll move back in place like you described above. I hope that makes sense. Like if I use a walk aniblock but I want to have them open a door, I bake the walk aniblock to the timeline, delete all the keyframes for the right arm and then everything else still is how I want it walkwise, and then I can keyframe the arm opening the door.
You could also go in the art section of the forums and look for the animators assemble thread. I know Ivy uses aniblocks and she might be able to help you do exactly what you need to do, she's the only person I know of that really knows how to work them and she's very helpful.
Good luck!
Thanks for the advice I been using the regular timeline for animations for like a year whitout any big problems, I just wanted to to learn to use aniblocks for animations where I have to keyframe the same thing over and over but so far aniMate2 has just given me headaches I will try asking Ivy.
I'm sorry, but you need to put some shorts on the figure or put the Viewport in Smooth Shaded drawstyle before taking your screen shots.
I agree with that you should try setting the animation up without using AniMate 2 and then bake the finished thing to an AniBlock, if nothing else it should simplify troubleshooting.
Well I think I found the answer but not a solution.
This post helped https://www.daz3d.com/forums/discussion/29280/animate2-aniblock-creation-problems
But in short when you create a new aniblock you can't touch the figure translation and rotation those need to stay at 0, instead if you want to move the character you need to use the hip translations and rotations.
And since aniblocks interfere too much with the timeline I guess I'll just stick to animating on the regular timeline like I been doing so far, maybe I'll use aniblocks for partial poses like expressions but that's it.