Bug: Keyframe paste ignores some morphs
mumia76
Posts: 146
Copy / pasting keyframes in the timeline ignores random morphs. No way to tell which ones are missed, thus an impossibility to consistently copy figure states.
Comments
Do you have an exxample, showing the keys being copied and the result of pasting them?
I think this was discussed way back when 4.12 beta was released. It is still the same now - I just saved a scene with a timeline and most of the morphs have been reset. So it seems that problem that was introduced back then has never been fixed.I'm not sure whether it is only triggered by copying and pasting keyframes because I do that all the time. I haven't yet experimented to isolate the exact sequence of events but I am pretty sure all this was reported back when it was discussed in the 4.12 thread.
The morphs I noticed are not standard - I have the Musculature HD morphs for G3M and G8F and they are all reset. Also any morphs on third-party geografts. Essentially, any scene with a timeline has to be completed and rendered in one go otherwise a lot of the work that went into adjusting morphs is lost.
[EDIT] There are quite a few threads about this problem. Here's one of them...
Morphs are not saving in 4.12 - Daz 3D Forums
Often the problem is that frame where the morph is missed it does not have a key with a value, it is generating an interpolated value when your on that frame so there is nothing to save. It would be great if the program sought out a value by getting the interpolated value it uses when displaying the scene but it does not behaive this way presently.
There are a couple of work arounds:
1) The quickest is to use an mjcasual script: Memorise and restore figure pose. I would make a custom action and add it to a tool bar for quick click.
mjcasual has a tonne of useful scripts that tend to fix most problems I run into! Google his site if you have not.
2)The second way is simply save the pose then reload on a frame such that it makes a key for each morph position.
Tip - Clipboard file: Set up a button "container" to hold fleeting poses and shapes you are using in a scene but don't want to keep as preset clutter. My method is to save the pose to temp.duf. Then add temp.duf as an action and set it up on a tool bar. The logic here is I save tonnes of things to temp.duf then use the button to apply them. If I want to move a shape in the Timeline I save it to temp.duf then the custom action loads temp.duf when I hit it. 10 minutes later I will load a pose into it I want to shift in time line. This is a time saver that is friendly to undo, if I get the wrong thing it is just a quick undo. You only need to custom action temp.duf once and add it to the tool bar once, from then on you overwrite it with poses and animations such that the button loads temp.duf and gets your "clipboard" duf.
equally you could make a button for save pose and load pose if your using it a lot: a few days ago I googled this forum for how to make custom actions into toolbar options. It really is improving my time effeciency when animating scenes. So far I have only done a few but in time my activity bar will populate with many related to each activity panel.
Some interesting workflow there. Thanks.
What I've been doing is saving out the figures from an animation frame as a Property Preset which does seem to save the morphs. It is a bit of a PITA to have to do that when you expect the scene to be saved intact but until they fix the process, it is the best way I have found. It would make my DAZ Studio hobby much easier if there were a one-click button to save a single frame. Again, I have a workaround involving making a keyframe, copying that to frame zero and then deleting all other keyframes and making the total length of the animation just one frame. But again it is a nuisance to have to do it that way.
That issue was fixed, I'm pretty sure.
Can you point to a record of when it was fixed and a description of the fix? Because it doesn't look fixed to me. At least I am getting similar problems to those I had back then. I admit that animation is not one of my main activities with DAZ Studio so I dip in and out of it but the issue of morphs not being saved seems to be ongoing.
They're working on this. I sent in a ticket a month or so ago about this very issue with a video of my timeline and they said they were working on fixing it.
Thanks - I was about to raise another ticket to point out that it is not fixed.
Yes, that's what I've been using as a workaround as well, but still it would be nice if the built in method would work.
I just tried this script and maybe I'm not using it correctly. If I wasnt to save a particular frame I want to copy that frame to Frame 0 and then delete all the other frames and save the scene. The problem is that this bug ignores several morphs (and any changes made to geografts) so the saved frame is not identical. So I tried the Casual script by selecting the figure in the desired frame and clicking the script, then copy that frame and paste to frame zero. However the geograft morphs are still ignored.
The only way I can work around this is to use the Save as Properties Preset I mentioned above. [edit] Ah, no, my mistake ... Properties Preset does not save the geograft with the figure - the geograft needs to be saved separately.