Animation problem

Good day!

I often see this problem.
Let's say I'm doing an animation of 15 frames. I adjusted everything from frames 1 to 10, but then, for example, I raise my character's hand from frames 10 to 15. Then I rewind back, let's say to frame 7 and see that the hand has changed its movement here too. This messes up the whole animation. This does not always happen, but quite often. Why is this happening? Where am I making a mistake? If I set everything from 1 to 10 frames, I don't want the subsequent frames to somehow affect the previous ones. I would be glad to any advice.

Comments

  • you always need a starter key frame for any part you move. if you want some new part to move starting at frame X you need to create a key frame at X for that part otherwise it'll revert back to Frame Zero where ALL parts are included in the starting frame.

    quick example: at frame 10 you want hand to move at frame 10 select hand (don't move it) go to where the controls are use the Key fram buttom to create a key for that part at that frame. move to fram 15 move the hand to where you want it and a key will auto load on that frame. the animation will only start at frame 10 since there is no difference between frame zero and frame 10 for the hand!

  • roezakaroezaka Posts: 64

     

    Dragoneyes002

    The fact is that when I put the character's hand in the right position, very often this movement affects not only the hand, but half of the character's body, or even the whole body. I will put the position in the hands in frame 10, but it turns out that in frame 15 changes for other parts of the body are involved. One movement is not registered in frame 3, another in frame 6, and so on. Thus, a change in frame 15 can affect any of the previous frames. That is, I need all the previous frames to be "registered". Is there an easy way to do this? For example, if I animate with "puppeteer" it registers every frame with all parts of the body and there will be no such problem.

  • 31415926543141592654 Posts: 975

    I am not sure if it is the same in 4.15, but in earlier versions with KeyMate there was an interpolation button ... setting it to linear rather than averaged should also help ... but do what Dargoneyes002 said first ... then highlight those keyframes to add the linear setting.

  • roezakaroezaka Posts: 64

    3141592654

    For some reason this option is not available ...

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  • ok what you described in the reply was not the same as the OP. or you are describing it wrong. ok let's go throught the motions on an animation.

    1) Frame Zero starting position ALL parts in key frame Zero.

    2) first movement Example: Breathing inhale. move to frame where you end inhaling select chest/abdomen change scale. (this moves a lot of the character but only the chest scale is counted in Key frame)

    3) breathing exhale move to next time you want the breath to complete. return scale to start value. (again all the connected parts have moved but only Scale is included in the Key)

    4) character goes point A to point B. select the entire character move timeline to frame you want time to take to get there move character there (the entire character will move between start position to that Key and the Breathing will continue to occur with whatever connected movement it created)

    this is super simplified but shows that connected movements are carried over even when you do other keys for seperate parts/joints. if you chose eyes and make a character blink with its own keys no matter how you move the character otherwise the "Blink" will occur at the time where the keys were set.

    IF what you meant was you grab the hand and drag the entire body by the hand to make movements via the IK chains that can work for fairly simple animations (shorts like reaching for something) not so great for extended animations like back and forth combat as an example the joints are likely to try and use the path of least resistance causing skips or twists you'll need to get out of the habbit for longer animations.

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