Animate2 -

FirePro9FirePro9 Posts: 456
edited December 1969 in Art Studio

I just purchased Animate2 and would like to see the "Pose Spline" for a prop such as a volleyball in flight, however, when I go to the Animate2 Tools the only "pose splines" available to choose from are for figures/people. Is there a way to see the visible "pose spline" for a prop? Thanks!

Comments

  • a-sennova-sennov Posts: 331
    edited December 1969

    No way, sorry.

  • FirePro9FirePro9 Posts: 456
    edited December 1969

    I would like to use Animate2 Aniblocks with some simple 3d shapes I am creating in Hexagon and importing into DAZ via the bridge, however, the aniblocks do not work with the objects. Any thoughts on how to correct this would be greatly appreciated.

    Thanks!

  • a-sennova-sennov Posts: 331
    edited December 2014

    Animate doesn't create tracks for props by default but if you select the prop and press 'plus' button (above the track list) to create track manually it will happily do so. Then you can create and mix clips as usual. You may also reuse clips between props if you only animate their transforms.

    Post edited by a-sennov on
  • Richard HaseltineRichard Haseltine Posts: 101,032
    edited December 1969

    Merged threads.

  • FirePro9FirePro9 Posts: 456
    edited December 2014

    a-sennov said:
    Animate doesn't create tracks for props by default but if you select the prop and press 'plus' button (above the track list) to create track manually it will happily do so. Then you can create and mix clips as usual. You may also reuse clips between props if you only animate their transforms.

    That worked, thank you, however, my simple 3d shape I brought into DAZ from Hexagon works fine with the ready-made Aniblocks, but when I try to use an Aniblock I created from keyframes, the Hexagon object/prop does not respond. The Aniblock I created does work fine with other props and characters, but it is not working with my Hexagon object (even though that object works with ready-made Aniblocks).

    The Aniblock I created simply rotates the object along the Z-axis 90-degrees (so only transforms involved).

    UPDATE: I tried exporting via obj. from Hexagon to DAZ, same results. Also, I imported a .obj file I had downloaded and same results for using the Z-rotate 90 degrees Aniblock I created. Odd.

    Any ideas why the Aniblock I created might not work with the Hexagon object I created and the .obj file I imported, would be most helpful, thanks!

    Post edited by FirePro9 on
  • a-sennova-sennov Posts: 331
    edited December 1969

    How exactly did You create the aniblock that doesn't work ? Never experienced such problems.

  • FirePro9FirePro9 Posts: 456
    edited December 1969

    a-sennov said:
    How exactly did You create the aniblock that doesn't work ? Never experienced such problems.

    Being new to Animate2 I have to admit I didn't keep track of my steps. I have also discovered that even some ready made props I've downloaded from DAZ also will not work with the Z-rotate 90-degress Aniblock I created. Interesting that the AnimatePlus|Object|Rt-Rotate 90 Aniblock does work. I wonder if Z axis on some models is the issue.

    I am unable to upload my Aniblock files. I will try and create new Aniblock with same movement and record my steps. Thanks again for the help!

  • a-sennova-sennov Posts: 331
    edited December 1969

    Animation data is 'connected' to object's properties by id, so you can check that ZRotation property's id in your imported object match the one in other props (and in aniblock too). You can see this id in 'Settings' dialog box for the property (gear-shaped button in top-right corner of property widget in Properties tab).

    If aniblock was created on object with different property names it will not work right in other objects.

  • FirePro9FirePro9 Posts: 456
    edited December 1969

    a-sennov said:
    Animation data is 'connected' to object's properties by id, so you can check that ZRotation property's id in your imported object match the one in other props (and in aniblock too). You can see this id in 'Settings' dialog box for the property (gear-shaped button in top-right corner of property widget in Properties tab).

    If aniblock was created on object with different property names it will not work right in other objects.

    Outstanding, that was it! I opened the Property Hierarchy pane and found for each object that my Z-rotate 90-degree aniblock did not work there was no FID (Figure ID), and for each object where the aniblock did work there was a FID number.

    It appears that the object I originally used to create my aniblock had an FID number and thus the aniblock would not work on objects with no FID number. I recreated my aniblock using an object with no FID number and now the aniblock works with all objects!

    Thank you a-sennov, I very much doubt I would have ever figured that out.

    By the way, is there a way to add a Figure ID number to an existing/imported object? I tried adding a FID property via right-click on the objects Property Hierarchy and got the ERC options. I tried duplicating the FID property of an exisitng object (but with a different number), and while the FID property now shows up in the Property Hierarchy it does not seem to allow the object to work with my old aniblock.

  • a-sennova-sennov Posts: 331
    edited December 1969

    Having Figure ID usually means that prop is actually a figure and that figure was auto-fitted to your 'main' character. When you import prop from .obj or via the Hexagon bridge it becomes a 'node' (with geometry), not a figure. To make it conforming figure you have to use something like 'Transfer utility' (Edit/Object/Transfer utility...) or 'Convert prop to figure...' (Edit/Object/Rigging/Convert prop to figure..., crashes often so save before try) that will add proper bone hierarchy to it and project skin weights.

  • FirePro9FirePro9 Posts: 456
    edited December 1969

    a-sennov said:
    Having Figure ID usually means that prop is actually a figure and that figure was auto-fitted to your 'main' character. When you import prop from .obj or via the Hexagon bridge it becomes a 'node' (with geometry), not a figure. To make it conforming figure you have to use something like 'Transfer utility' (Edit/Object/Transfer utility...) or 'Convert prop to figure...' (Edit/Object/Rigging/Convert prop to figure..., crashes often so save before try) that will add proper bone hierarchy to it and project skin weights.

    The "Edit|Object|Rigging|Convert prop to figure" option worked easy enough creating a figure from my object/prop, including a FID though no actual number is provided, just the name of the object I imported. Now when previewing an aniblock it automatically works without having to add a track to animate2 as you noted may be required for objects/props.

    Oddly, before I do the "convert prop to figure" I am able to select the imported object with the universal tool, after the covert I am unable to select the new "figure" with any of the tools, I must select it via the Scene tab. I checked the parameters tab for the object and the "selectable" parameter was already set to "on". I then by chance changed the parameter "show bones" from "off" to "on" and that allows me to select the new figure. Not sure that type of behavior is common or expected (I need to experiment more perhaps with the convert settings), but at least it works!

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