Override aniblock using keyframes?

Testing6790Testing6790 Posts: 1,091
edited December 1969 in The Commons

Basically the title. I have a walking aniblock and I want to add a simple head turn. The easiest way sounds like I should just add a keyframe and turn the neck. Nope. Aniblock overrides it. I have the full animate2 plugin, but I don't know how to use a subtrack to add fine adjustments like a neck / head twist.

Comments

  • Testing6790Testing6790 Posts: 1,091
    edited December 1969

    I solved it. I figured out how to edit keys inside empty aniblocks. Huge help, I can't even explain how much easier this is than using the timeline raw.

  • LeatherGryphonLeatherGryphon Posts: 11,673
    edited December 1969

    I've been trying to figure that out for months. I think I'm getting somewhere then my scene goes all wonky. :-( Is it easy to explain?

  • Testing6790Testing6790 Posts: 1,091
    edited February 2015

    Kind of. You make an empty aniblock with the default type chosen (pose something or other) and double click it to enter keyframe mode. You have to navigate by selecting the frame in the aniMate2 tab, not in the actual timeline. This is very important otherwise it will be overwritten by aniblocks.

    Things I've noticed so far:

    * It doesn't matter what frame you have selected in the aniMate2 panel, only where the cursor is. You can tell when it's working when you see a tic mark appear when you make a change. So far I've noticed red is stuff like eyes, expressions, etc, and blue and green are some combination of translation and rotation.

    * You can copy and paste frames made in keyframe mode of the aniblock.

    * Stacking works like a charm. In my current scene I have 6 sub tracks. One locked one for the genesis foot offset, one for an idle standing animation, one for facial expressions, one for eyes alone, one for overriding the body-part control of the idle animation, and one for general "living" touches. Breathing, muscle tensing, hair movement, etc.

    A lot of it has been trial and error. The system still wants to smooth sudden changes, and the solution is still the same as the normal timeline (have your "pivot" frames sandwiched in clones of it so it doesn't over adjust the splining).

    Good luck!

    Post edited by Testing6790 on
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