Aniblock Glitch
I'm trying to get into animation a little more so I bought a few Aniblocks from the store. I found that they serve a purpose but I want to edit them so that the arms don't pass through the body (as they tend to do with non-base G8F characters). Also I might want to turn the head to look sideways or something similar. However, the first problem I encountered was that I couldn't figure out how to edit the aniblocks.
A few searches on the forum told me that the aniblocks need to be baked to the timeline in order to edit them. Fine - I knew how to do that. The problem I now have is that my figure moves away from the position I put her in the scene (usually a move along the Z-axis) and it is impossible to correct that by just moving her back again with the translation parameters. I end up with a weird jumpy sequence at the beginning of the timeline and I have no idea how to get it back to where I want it. The more I try, the more weird it gets so I end up abandoning the scene.
Yet another animation glitch with DAZ Studio - I really don't know how people like @Ivy manage to complete so much animation in this software because whatever I try seems to hit a road block pretty soon.
Comments
Here's what happens. I put a Null at the toe of a figure which has an aniblock applied. Then I baked the frames to the timeline and the result, at frame zero, is a shift away from the original placement.In the second image you can see where the null is placed and that was where the figure was before the bake.
This is a different aniblock ... and this one is fine [NOT - see next post].
Ahh, no - not fine at all. In the second example that I thought was ok, I advance the timeline just one frame and she jumped right out of position as you can see here...
I believe these video will help you to add "corection" layer in Animate without going to bake to timeline first .
https://www.youtube.com/user/GoFigure3D/playlists
Thank you - for some reason my searches didn't find those particular tutorials so I'll go through them to see if they can help with the initial jump problem. A quick look at the first one suggests that aniblocks can indeed be edited (by adding a sub-layer) before - or maybe instead of - baking to the timeline. Anyhow, when I have a bit more time, I will watch them all.
Ok, so I watched all three (all quite short) and one thing I saw that I'm not too clear about: what are those Levels in Animate2? One method seems to be adding a sub-layer and in the others he edits the primary aniblock and selects a new Level. Is there an explanation of these levels (and sub-layers) anywhere?
[EDIT] - Ok, so I have just seen that there is a whole series of those videos that I need to watch so I'll work my way through those and see if my questions are answered.
You can use another aniblock in Sublayer/Subtrack mode . I think this mode meant for mashup or kitbash animation so you can create custom one with using Top area from one aniblok and bottom animation from another aniblok .
Examples or use case : You want to add waving animation over walk cycles aniblok . Or maybe you want to mix/mashup shooting hand animation with running - jump aniblok
In theory this is also work for correcting bones as the problem you`ve stated in first post . This video maybe explainning better
Meanwhile , Levels although seem similliar with Sub layer, it mostly work in Overide mode only . In this mode you`re only need to work with single aniblock
You dont have option to bypass some bones like in subtrack although there is reset keyframe pose to stop the overide .
Example or use case : You need to overide shoulder/foream Bend pose in walk cycles aniblok because the aniblok create for default figure meanwhile your character have wider/smaller shoulder
Go figure website had some nice graphic tutorial which explain how and when to use each modes . Sadly I can`t find it right now
Yeah, I think the Go Figure website was abandoned a long time ago. I did watch all of those short tutorials (above) and got some useful tips but I'm still not sure about when to use Layers and when to use Levels. I also need to go back to my original problem and test to see if I can stop that translation jump when baking to the timeline. That's because the jump only appeared after baking.
Your example of override is one that I have seen already where an arm passes through the body because the figure I am using is not the base G8F. It probably doesn't help that Animate was developed on much older generations.
So I did that test and found the following:
1. If I test with a base G8F, I don't have a problem. I took the precaution of making frame 0 a keyframe before baking to the timeline and G8F did not move from the position I placed her at frame zero.
2. I then tried with a character which is morphed and scaled so definitely not the base G8F. Otherwise I went through the same steps. Now I am back to having the character shift out of position after frame zero (i.e. there is a significant jump out of position at frame 1) when baked to the timeline.
So, base G8f figure works fine. A character does not but I'm not sure whether it is a general morph problem or (as I suspect) a scaling problem. G8F is quite a tall figure so most of my female characters are scaled down. As this only happens after baking, none of the above tutorials about editing aniblcoks are relevant. However, there might be a possibility of just editing the aniblock and not taking the step of baking.
I`m not sure if this is actually DAZ animate glitches or just the way I`ve working with Animate2. I`m always using (short ) Empty Aniblok before applying another aniblok . So When I`m doing BAKE to DAZ Timeline I`ve got Zero pose ( rotation - scale etc) before the action . I do believe this is useful if someday I need to use dynamic dress or hairs ( having several frame for drapped before all animation kicking start) .
In Final render animation you dont have to render from frame zero right? Just start render from frame which your action start .
This technque I`ve learned long time a go when still using Poser 5/6 and their Dynamic dress
Here my attempt to duplicate yours . I`m adding empty block before using any aniblok . It seems I`ve got same position when baking to timeline . In this sample I`m using very extreme morph character
@juvesatriani I am not sure why you didn't experience the same translation glitch that I did but it is true that I don't have my figure at world zero when I animate. Nor do I have her in zero pose. There's a good reason for that as the scene is part of a storyline and I mix stills and animations in the same storyline. So I need her in a certain place in the scene and already posed. That's why a jump out of position is not acceptable.