adjusting pose in pre-made animation?
unused account - glossedsfm
Posts: 329
in New Users
Hi,
I loaded a walk animation for my figure and added a turntable and its working fine so far. But when i go to adjust the head position in a frame it wont save the position. I'll move the head in frame 0, then move forward a frame then back to frame 0 and the head resets to its original position. How do i keep the head in the modified position? i thought that once i moved the head then i just needed to create keys for my figure but i'm not sure if thats what i'm supposed to do.
Comments
Are you changing al of the keys? It sounds as if there are keyed values after the one you changed, so your change does not persist. Do be aware that changing one key and then having none at all alter will not necessarily give you the results you want without also editing the interpolation type or values.
1) I was searching for YT tutorials on the subject and i may have found a solution but wanted to run it by you all just so i dont run into any issues later on. I think the premade animation i'm using is called an "aniblock"? there are several terms used like animate2, aniblock, animatelite so its a bit confusing knowing what the product name actually is. But anyways what the tutorial said and i went to the animate lite tab and picked the option "bake to studio keyframes". Now a ton of keys have appeared in the Timeline tab. When adjusting the timeline it now looks like the changes are sticking since keys are being made automatically.
2) i had another general animating question. Lets say i'm animating a body and the head/neck are all zeroed and looking straight ahead. I can set frames 0-1-2-3-4 to have the head look to the right. But if i dont mess with frames 5-6-7-8-9 at all then the head should revert back to looking straight forward when frame 4 is complete correct? and how smoothly it transitions from looking right in 0-1-2-3-4 to looking straight in 5-6-7-8-9 is controlled by the interpolation? i messed with that a long time ago so i think i'm a little familiar with it.
3) another general animating question. Same example, body is doing animated stuffs and the head/neck is zeroed and looking straight ahead. I should be able to select all frames in the animation and then have the head look to the right and all frames in that animations should change to reflect that correct?
I think with 2 and 3 the issues i was having before was because i was trying to modify an aniblock and i couldn't get it to work despite it being a simple procedure. But now that i know about the thing i mentioned in #1 the stuff i mentioned in #2 and #3 above should work no problem.
AniBlocks are special animations made for use in the AniMate plug-in, they can be stacked on top of each other. AniMate Lite is free with Daz Studio, AniMate 2 is the full commercial version (Daz Studio gives a 30 day trial of that version on first installation)
No, the last keyframe is the one that applies, modified by the interpolation type (if it's smooth then frames after the key will probably continue to change for a while). Ideally you don't want to set every single frame, you want to set a few (key, hence the name) frames and adjust the interpolation - it's much easier to get smooth results that way, rather than trying to work out where the value should be in each frame.
This really continues 2 - you make you changes and they persist in subsequent frames thata re not keyed, in a way that depends on the interpoalation type.
Looks like it was the aniblock stuff that was messing me up.
I messed around with simple animations a long time ago in Blender and in Daz3d too but that wasn't an aniblock. The aniblock was messing me up because i would try and alter something but it kept resetting. Baking the aniblock to the timeline has fixed most of the issues i was having. Now its just a matter of tweaking the timing and interpolation curves to get the motions i want.