Kaline Lycia
your Goddess
Join date: 23 Feb 2006
Posts: 16
|
12-03-2006 10:00
This has really been frustrating me lately. I get half way through an animation, say I'm having the animation move from standing, down to a kneel then back up to the original stance. Then I do something like move their arm... Then things go chaotic. Poser decides to make a few changes to the already made frames, which in turn ends up with parts of my body going through other parts and making a mess of everything I just did in the previous frames. Please, if ANYONE knows, can you tell me how to disable this so it stops messing up all my manually added numbers?  Thanks!
|
Bartiloux Desmoulins
Think Kink? Think Bart!
Join date: 27 Sep 2005
Posts: 121
|
12-03-2006 10:13
In my limited experience I would venture to say it's got something to do with resetting keyframes for the entire body, instead of just the joints related to the arm move. I would delete the keyframes for the arm joints for that time period only, and then rebuild keyframes for each of those timeframes for THOSE JOINTS ONLY be selecting only those keyframes with the rectangular selection tool. Hope this helps! -Bartiloux
|
Tufif Kraft
Registered User
Join date: 4 Nov 2006
Posts: 64
|
12-03-2006 13:32
This drove me crazy at first too! What happens is that the keyframes aren't per pose, or even per body part, they're per perameter. Imagine that you want to animate somebody bending their elbow, and then twisting their hand sideways. At frame 1 the forearm has 0 for both bend and twist. At frame 5 you set the bend to 90 to get the hand up and is not twisted yet. This keyframe makes the arm bend smoothly from frame 1 to frame 5. Now it's time to make the hand go sideways so you move to frame 10 and set the forearm twist to 90. This makes the forearm twist smoothly from the previous keyframe. Now since we didn't touch the twist dial on frame 5, the previous keyframe was frame 1, so if we then go back to frame 5 the twist will be at 45 instead of 0 where it was before. Now if you continue to make more movements, you can see how this could become a real mess! So, what's the solution? Well, there are 2 that I use, depending on what I'm doing. If it's a fairly active animation and I just want to move from pose to pose, then every time I finish setting up a pose I'll go into the animation pallet, click effect all items (or however it's labeled, I'm not with it right now) and then press + to add a keyframe on every perameter, even if they haven't changed from the previous pose. But what if you want to animate the legs first and then go back and animate the arms? This won't work because every pose the arms will already be keyframed to how they were in the first frame so you'll need to keep readjusting everything. So for that I set the movement not to curved (green) or linear (yellow) but to immediate (gray). This way there's no movement, so anything you change won't effect anything before it. This way you can have a lot of control because you can go back and add keyframes before what you changed to control how fast the parts move. Then when you're done, you can select all of the keyframes and set them to linear to see the movement. Play around with these ideas and you won't have to worry about the problem anymore.
|