How to "lock" figure hand on item.
owl_portf_1e7b96f4a6
Posts: 0
Greetings to all,
i have a problem with AniMate2.
I want to "lock" the figure's hand on a pole, while the other parts of the body follow the aniblock animation.
I try the Pin options, but the hands are not staying in place.
Is there any way to do it?
Thanks,
Tyto.
Comments
Try the parenting constraint. There is a how-to on youtube. It's really easy.
If this is DAZ Studio, Casual has a script to help with pinning parts in place. The basic parenting won't help as you can't parent a body part to something else.
For Lock parts (hand,legs,head,eye) figure and delete keyframe easy
http://www.sharecg.com/v/76963/gallery/21/DAZ-Studio/scripts-for-Delete-keyframe-and-Locks-V1.3.1
Thank you all for your quick response.
Unfortunately , i couldn't make it to work.
> Sentinel-3 : I try parenting constraint but it works only for objects that can be attached to a figure and not backwards.
> Richard : I can't fing that script. Can you send me a link ?
>ajd_at : I try this script , but it locks body parts relative to the figure. I want to lock it relative to a scene object.
News very soon ( i hope ) :)
Try http://www.daz3d.com/forums/discussion/43130/
I'm having a similar issue like tyto, but mine is involving hand positions on the steering wheel of a car. I'm trying to make a scene where the driver is moving with the car, but each time I move a frame, the hands come off the wheel at the starting frame. I've also been looking at the sites that you all posted here. I was wondering, do I need to make a node for my figure's hands and then add point to object, or do I need to look into getting a script for it?
Also I have another question. How do you get the camera to move with the selected figure, without losing the the scene with the frame movement? What i mean is, how do you keep the model in the frame, but move the outside environment around it? Just wondering if that is possible.... Any response will be greatly appreciated.
thanks
On the camera question, parent the camera to the figure.
Hello again, sorry for the late response back, but I tried the camera thing and did the animation. It didn't work out like I thought it would. I get the scene started and then nothing. I lose the model and the camera once the movements start. Should I some how, lock on the camera and move with the model in each frame, or is there another way to do it that will work like I want it to?
I'm kind of losing my mind on how to get this right - :blank:
You need to make sure the camera is parented to part of the model that moved - for example, with a human, if you move it using the hip then the camera needs to be parented to the hip and not the figure itself.
I got everything figured out now. Thanks for all the assistance with the camera issue. :-)
A related question: How does one prevent a camera from getting keyframed?
What I mean is: when building an animation from the Timeline,
I want to scrub back and forth, from one fixed camera angle and another,
without intending the camera's position to be keyframed!
That's where you switch to your perspective view. That camera can't be keyframed. Your other cameras are objects in your animation. If you move them, or change them, it's recorded on the timeline. If you scrub through the timeline. any zooming, dollying or changing the camera is considered editing the camera. Anything else would be confusing. You can also just remember to undo any zooming you do or move to that keyframe and delete it.
If you want to experiment more extensively with your current camera, you can create a new camera and make it a copy of the current camera.
Darn! I was hoping for some hidden do not keyframe option, but,
thank you for saving me from that wild goose chase!
Workarounds: ok. Amen.