Are the animation explosions ever going to get fixed?
For as long as I've used Daz the animation timeline has been a mess. Particularly, it's whenever you copy-paste a key frame. Often instead of smoothly transitioning from keyframes on 0 to 10, frames 1-9 will have the model contorting itself into a pretzel and the only solution is to
A. Whatever you do dear god, DONT MOVE the playhead to those corrupted frames!!!
B. If you did move to one of those frames, pray you saved recently because Daz will most likely crash.
C. Either Restart DAZ once it does inevitably crash, or wait one bagillion years for Daz to figure out how to fold your spontanious human pretzel.
E. Hit yourself for being too lazy to figure out how to use something like Blender to animate.
D. Change the keyframes to linear then back to TCB. Problem solved. Until it happens again.
And its been like this for YEARS. Is there any plan to get this fixed or is this just going to be a forever issue?
Comments
I've found it happens less if you use Keymate to copy and paste, but this happens all the time and it's so infuriating. I'm waiting to see what happens with Daz 5 in regards to if they do anything with animation as something like this happens way too often.
Ah, DAZ5... as the band plays "When I paint my masterpiece."
I'm crossing every crossable body part waiting for DAZ Studio 5...
...and here I was thinking that Daz has 'animated explosions' for sale that just don't work. LOL
Yeah... I feel your pain!!!
I am also perplexed as to why they feel the need to lock key hierachies from being moved unless we open the entire hierarchy till we get to a single key. If we have a collapsed key sitting in the middle of nowhere, we should really be able to move it around. Nope. Select it (to grab them all within the hierarchy) and then drill down until we find one, then move. No clue why it's set up like that. At least give us an option to switch that behavior off!
Oh well. I'm used to these things now and am having fun animating every single day!
crosswind mentioned "MeshGrabber" to me a while back. I bought it. Love it.
Did you folks know that we can use MeshGrabber to edit the outcome of dForce simulations? What an awesome game-changer!!!
I have thankfully not experienced the explosions described above but I regularly get the hip-spin when I make the mistake of using commercial poses in my animations.This has been described in other threads but it seems to be related to poses which have the hip rotation beyond +90 or -90. Then the whole figure spins like a chicken on a spit as you move along the timeline and I have to abandon that animation and start again with a manually posed figure.
As usual, the problam has been reported an ignored for years.
excellent video, involving, fires , and dumpters