Aniblock bake to timeline prolem

I have a purchased aniblock: Genesis 8 Female(s) Flat Foot Walk aniBlock | Daz 3D

I like it but the arms are too close to the body so any clothing is distorted as the arm and torso come in contact. I thought I might edit the aniblock to move the arm out a little but this is proving very difficult.

I found out that in order to edit an aniblock I need to bake the animation to the timeline. I did this but it now shifts the figure downwards on the Y-Axis so that she is walking below the ground level and her feet go through the floor. I tried with other aniblocks and there is a similar jump in translation but not always on the Y-axis, sometimes she shifts forwards or to the side. She is correctly positioned at frame zero but the shits occurs at frame 1 and is wrong for the rest of the animation.

 

Comments

  • cridgitcridgit Posts: 1,757
    edited May 2022

    Redacted

    Post edited by cridgit on
  • marblemarble Posts: 7,500

    cridgit said:

    Hey marble

    You can either bake the aniblock to the timeline then edit the timeline itself (not recommended because they you lose all the benefits of having an aniblock in the first place), or you can edit the aniblock as follows:

    1. Click the aniblock once to go into edit mode then if you double click again you'll go into the aniblock's (internal) timeline - its own frame by frame view. This is a much better way to edit keyframes without losing the power of aniblocks. However there is a better way ...

    2. Add sub-tracks with additive/override aniblocks. This keeps the original aniblock intact and lets you edit animations for specific body parts. Select the figure's name in the left column in Animate and click plus sign, then you can right click the subtrack to add aniblocks. You can add as many subtracks as you want, e.g. one for expressions, one for arm correct, one for feet correct. If you ever want to collapse all subtracks into the parent aniblock you can do that too. This gives you the power of managing your edits in a modular manner.

    So it is possible to edit aniblocks! I think your second option sounds like it might suit me better. I'll try it out - thanks so much. 

  • marblemarble Posts: 7,500
    edited June 2021

    Ok - I didn't get very far. I added the subtrack and moved along the timeline tweaking the position of the Left Collar but when I returned to frame zero, none of these adjustments were still in effect. The changes were not made. I then double-clicked the subtrack name and another properties pop-up appeared but I'm not sure what to do with it. I'll look for a tutorial.

    Ok - I think I have found the right tutorial - talking about abiblock layers - so I'll follow that through and see if it helps. For some reason I had been convinced that it was not possible to edit aniblocks so I'm glad I got into this.

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    Post edited by marble on
  • cridgitcridgit Posts: 1,757
    edited May 2022

    Redacted

    Post edited by cridgit on
  • marblemarble Posts: 7,500

    I think that I had not done something very basic with the subtrack - I'll follow the tutorial in a short while but I have a couple of other things to do at the moment. I think it needs to be enabled somehow. I'll post screenshots when I get back to my computer.

  • marblemarble Posts: 7,500
    edited June 2021

    Yeah, the first basic mistake that was pointed out early in the tutorial is that I didn't create a new aniblock on the subtrack (doh!). Anyhow, this is the tutorial that is proving quite helpful in case anyone is following this discussion

    [EDIT] Yep, that was the problem. I was trying to make adjustments on the subtrack without having created an empty aniblock. I can recommend that tutorial.

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    Post edited by marble on
  • wolf359wolf359 Posts: 3,834
    edited June 2021

    marble said:

    I have a purchased aniblock: Genesis 8 Female(s) Flat Foot Walk aniBlock | Daz 3D

    I like it but the arms are too close to the body so any clothing is distorted as the arm and torso come in contact. I thought I might edit the aniblock to move the arm out a little but this is proving very difficult.

    I found out that in order to edit an aniblock I need to bake the animation to the timeline. I did this but it now shifts the figure downwards on the Y-Axis so that she is walking below the ground level and her feet go through the floor. I tried with other aniblocks and there is a similar jump in translation but not always on the Y-axis, sometimes she shifts forwards or to the side. She is correctly positioned at frame zero but the shits occurs at frame 1 and is wrong for the rest of the animation.

     

    Just FYI,
     that slight shift on the Y axis after baking an aniblock to key frames could easily be globally fixed in the graph editor
     ( DS native or Graphmate)


    Note how all of the  Y axis the frames (after frame one) drop slightly
    in the attached image.

    Marquee select the frames after frame one and raise them until they are level with frame one and her feet /body remain level during the walk 

     

     

     

    G8 FEMALE Y AXISRESAVE.jpg
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    Post edited by wolf359 on
  • marblemarble Posts: 7,500

    wolf359 said:

    marble said:

    I have a purchased aniblock: Genesis 8 Female(s) Flat Foot Walk aniBlock | Daz 3D

    I like it but the arms are too close to the body so any clothing is distorted as the arm and torso come in contact. I thought I might edit the aniblock to move the arm out a little but this is proving very difficult.

    I found out that in order to edit an aniblock I need to bake the animation to the timeline. I did this but it now shifts the figure downwards on the Y-Axis so that she is walking below the ground level and her feet go through the floor. I tried with other aniblocks and there is a similar jump in translation but not always on the Y-axis, sometimes she shifts forwards or to the side. She is correctly positioned at frame zero but the shits occurs at frame 1 and is wrong for the rest of the animation.

     

    Just FYI,
     that slight shift on the Y axis after baking an aniblock to key frames could easily be globally fixed in the graph editor
     ( DS native or Graphmate)


    Note how all of the  Y axis the frames (after frame one) drop slightly
    in the attached image.

    Marquee select the frames after frame one and raise them until they are level with frame one and her feet /body remain level during the walk 

     

     

     

     

    I do use the graph editor (Graphmate, not the new DAZ version) quite often. I tried with this problem but I couldn't get it to persist through the frames - it kept dropping below ground. Clearly I was doing it wrong to next time I will try to follow your method. Thank you.

    I take it that you have seen this problem yourself?

  • wolf359wolf359 Posts: 3,834
    Yes.. it is a minor glitch where baking an aniblock resets the figure root, You can clearly see where all of the Y axis frames drop after frame one..they can all be moved up to match the frame one position with Graphmate or the Daz native graph editor.
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