Timeline animation with poses overwrites earlier keyframes???
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Hey everybody,
I'm still exploring DAZ and now I try to make it a 'classical' keyframe / timeline-based way.
I posed my figure - go 50 frames further pose it another way by changing the parameters. -> works fine.
Another 70 frames further I tried to use a precasted Pose. This seems to overwrite my earlier set keyfrmes. It looks like DAZ starts at Frame 0 to morph the figure to the precated pose...
I experimented with more keyframes with the poses I made by hand - but that doesn't help anyway.
So I seems, I have to work with puppeteer, Or is there a trick I don't know?
How can I manage this?
Thanks
Alex
Comments
What version of DS4 are you using, is it the latest one 4.5.0.114?
I don't do animations as a rule, but I tried this with Genesis. I Started with a T pose genesis, moved on to frame 20, changed the pose from the General poses section, created a Keyframe, move on another 20 frames, changed to another pose, created a Keyframe and moved on etc etc.
I did this with 4 different poses, and all of the Keyframes I had created remained there. You are using the Timeline, and not
Animate Lite? I don't know if that would make any difference or not.
did you add key at frame 50 - just not seeing what you said
sorry
Hey,
thanks for your replies.
I work with4.5.0.114 Version, and: Yes, I'm sure I'm on the timeline. ;)
And I set keyframes, at every pose I made.
There's is no prob, if I only work with precasted Poses. And, there is no prob, if I only work with 'handmade' Poses.
But I came into trouble, if I try to mix it up.
Also I got probs when I mix Animate and Timelime Poses,
So it seemes, I have to decide for one way to animate and can't mix them in a scene?
ok - yes aniMate will over wright the timeline
what you do if you have the full version of aniMate is - do your animation
then make a aniBlock - then save it
then you can use it when you need it
Thx, Bigh
just to be sure I understand what you said:
1. Make my ani on the timeline ( puppeteer / Poses)
2. Create an Aniblock of it.
3. Save it as new aniblock.
4. in AniMate2 add the Aniblocks I need.
5. Bake it to timeline.
6. Go ahead adding puppeteer etc.
and so on and so on?
I wonder if it would be better to create puppeteer- poses out of aniMate-Blocks and safe that as a puppeteer-preset. and then doing all the animation on the timeline.
What do you think about that?
alex
yes thats it
sound like a good idea
there are lots of ways to do animation in DS
you have to do what works for you
Can't wait for DS 5 - suppose to have many more animation tools - thats what DAZ said any way
So, I tried the way you told me.
But I got a strange effect. My character loses position and pose when the keyframes were baked to aniMate.
I tried all options - but it's all the same .. my figure always gets to the T-Pose.
And Undoing this seems to have no effect - aniMate2 writes the Aniblock-Changes on the Timeline.
Of course, the Block is deleted from AniMate-Timeline, but the changes are made on the Timeline. It is like I have baked the animateBlock to the Timeline - but I just Undo( STRG+Z)
So I have do close the file without saving and reopen it...
Any idea? Could it be an error at my install?
Thanks
Alex