Spastic Anims
|
Ashley Petunia
Registered User
Join date: 6 Feb 2005
Posts: 16
|
04-27-2005 03:54
So dang frustrated!......please help  I can create a 3 frame anim without a problem. But in creating a 60 frame anim, the model goes spastic from frame 2 through 30 (30 is the next key frame). I set a key frame at frame 1, then another at frame 2 where I start the pose, then another at frame 30 where I make the next changes in the pose, and a final key frame 60 where I end the pose. I've tested a variety of other combinations, and even reinstalled Poser5 thinking maybe it was a setting, but the dang thing still goes spastic from 2 through 30. Any ideas??????
|
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
|
04-27-2005 10:02
Sounds like what's happening is that the arrangement of your keyframes is causing the resulting function curve to overshoot keyframes which causes that body part to move or rotate beyond the range of motion you intended. What you need to do it open up the function curve editor and check the curves between your keyframes. Look for areas where the curve overshoots the keyframes or has odd kinks in it. That will show you exactly where the problem areas are and you can fix the curves by inserting some additonal keyframes.
_____________________
 My other hobby: www.live365.com/stations/chip_midnight
|
Ashley Petunia
Registered User
Join date: 6 Feb 2005
Posts: 16
|
04-27-2005 12:15
Thanks Chip. Unfortunately, I can't find the function curve editor. I found the graph which looks like it, but it does not have a curve line. I still have the feeling it's a setting somewhere.........
|
Ale Bukowski
Gnomes Landscapers Master
Join date: 2 Apr 2004
Posts: 129
|
04-27-2005 12:48
Mmmm Ashley, I could be wrong, but the first frame in animations wich are not poses (aka more than 2-3 frames) should not be "empty". I mean, try to copy the second frame, wich is the real starting pose in the first, and you should not have that problem anymore. It works for me. But as I said, I could be wrong about the right way to build a many-frames animation for SL, I have just a limited knowing. EDIT: to add thanks to Chip, that is veeery usefull 
|
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
|
04-28-2005 03:15
Good point Ale. You should always leave frame 1 alone. Don't change the pose there at all. For a static pose, set it at frame 2. For an animation you should set your first keyframes at fram 5 or 10 so your avatar won't snap to the first pose of your animation when you play it but instead will move to that position over a few frames. It'll be smoother that way. Always leave frame 1 alone and start your pose or animation at fram 2 or beyond.
_____________________
 My other hobby: www.live365.com/stations/chip_midnight
|
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
|
04-28-2005 03:45
From: Ashley Petunia Thanks Chip. Unfortunately, I can't find the function curve editor. I found the graph which looks like it, but it does not have a curve line. I still have the feeling it's a setting somewhere......... The graph editor is the function curve editor  It will only have a function curve if it's a body part that has keyframes.
_____________________
 My other hobby: www.live365.com/stations/chip_midnight
|
Ashley Petunia
Registered User
Join date: 6 Feb 2005
Posts: 16
|
04-28-2005 05:37
Thanks Chip & Ale....  I guess I may have misunderstood Ale, but I started the animation at frame 1, set frame 2 as key, and went from there....and it worked! Would not have thought of that approach as everything I've read says to leave frame 1 as is. You guys have been a big help, thanks! 
|
Skah Ramona
Registered User
Join date: 21 Jan 2005
Posts: 9
|
04-28-2005 17:02
You need to break the splines around the default (number 1) keyframe.
Put in your keyframes as you have, then open the 'Animation Palette' under the 'Windows' menu. All of the posable body parts for 'Figure 1' will be visible. Click 'Figure 1' to collapse that view. Select the first green box to the right of 'Figure 1' and select 'Break Spline' - the last button in the third group if buttons at the top. Select the second box, the second frame and your first custom keyframe and break that spline as well. Click the 'Figure 1' label again to reopen the body parts and you should see slashes in the first two columns, indicating that you have broken the splines of all the body part animations.
I am not really sure you need to break on both frames. But since I have been doing this, I have not had to use the curve editor and I have no more spasmotic motions.
I loop many animations, so making a keyframe at 5 or more is not practical.
|
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
|
04-28-2005 18:04
That's definitely one way to do it Skah  The only downside to breaking the splines is that you lose the motion smoothing. Your av will move from key to key at a constant rate with no ease in or ease out. For some stuff you wouldn't notice the difference, for other stuff it can make your animation look a bit robotic.
_____________________
 My other hobby: www.live365.com/stations/chip_midnight
|
Skah Ramona
Registered User
Join date: 21 Jan 2005
Posts: 9
|
04-29-2005 11:46
With very great respect to you, Chip... breaking the splines at only those first two frames does not interfer with the smooth tweening of the rest of the frames. There is no robotic, jerky motion.
The default pose is at frame one, of course. The starting pose desired is in frame two. If a new keyframe is placed at sixteen, frames three through fifteen show the smooth tweening process on the graph, in playback, and in Second Life.
Making extra keyframes or putting your first desired keyframe later in the animation will dampen the erratic motions. Adjusting the motion graphs is a good workaround, but you have to fiddle with each body part that you are adjusting.
I do understand that with a loop you must be careful as you loop back to the begining. Adjusting the motion graphs can help to ease that transition. But, Second Life itself is really breaking the animation curves there.
Indeed, try all the methods. Experiment. But for many animations, do try breaking the splines at one and two.
|
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
|
04-29-2005 12:18
Ahhhh, got ya. That makes sense. Having big differences between frames 1 and 2 can definitely cause some whacky curves so your tip makes a lot of sense. I was thinking you were suggesting breaking the spine elsewhere in the animation to fix curve issues. Thanks for clarifying.
_____________________
 My other hobby: www.live365.com/stations/chip_midnight
|