Can we make linear as the default interpolation?
James
Posts: 1,003
Can we make linear as the default interpolation?
It's really annoying when I want to animate a node from point a to b it has to go TCB interpolation which make the movement curvy.
Comments
Timeline is a plugin and some of its Default values are saved in layout.dsx in the path: %AppData%\DAZ 3D\Studio4\. I just don't think Set Key Interpolation - Linear could be saved as a Default value there... But it'll be great if there's a way of doing so.
In Carrara we can. In fact Carrara has a Lot More tweeners to choose from than just Linear, Constant and Bezier - and even Linear and Bezier have controls we can tweak!
However, if we cannot change the default tweener in DS (I haven't seen a way) worry not. Soon you'll get So used to selecting your keys and switching to Linear, it won't even slow you down!
Just a little hopeful optimism for you! ;)
I cannot change the interpolation in DAZ studio easily at all, it seems to have to be drilled down to 2 individual keyframes for one transformation not the whole lot which is useless to me
Are you sure about that, Wendy?
When I bake aniBlocks to key frames the first key for everything is set to Constant. Only that first frame - but every first frame. So I collapse everything and select that first key (all of them) and change it to Linear. Bam. Works.
I also select other collapsed keys in the timeline and change interpolation. It changes the tweener for everyhting in that collapsed bundle of keys.
I really wish that we could get the full compliment of tweeners in Daz Studio though. I really miss all of the variations of Carrara's Oscillate for bounce, noise, sawtooth, etc., and I love how we can alter the effect of linear and bezier tweeners. but then that starts a whole list of wishes from Carrara's impressive animation tools I'd like to see - so I digress.
oh I wish, it worked earlier builds but hasn't for a while now so I have no idea
as I moaned about the difficulty of explaining how to do something to someone with the same instructions I had on Facebook, I have no idea why it doesn't work especially since at one point it actually did
Are you using the Beta DS?
I have the official build and when I select collapsed tweeners, I can change them all in one shot. I swear I'm not making this up. I do it many times a day, every single day.
I believe you because I could a few builds ago too
but neither beta or release on my Win 10 lets me do it now, not checked my Win 7
it is very likely related to my C drive replacement and copying over, merging and replacing reusing all my original folders instead of doing just a clean install and setting everything up from scratch because I wanted to keep all my settings shorcuts, plugins etc
I guess I could at least do a clean install of the beta to find out
How does TCB, Linear interpolation effect animating?
you cannot turn at right angles and drive, walk along roads and street corners using TCB
and Dartanbeck I cannot get the linear interpolation to work on Win7 either no idea why as everything else including Smart Content works there
my thread and I am back to square 1 https://www.daz3d.com/forums/discussion/474976/interpolation-options-greyed-out
Is carara designed for DAZ3d?
Is it for animation?
Is it slow too like working on daz?
Can we go back and forth carara and daz3d easily.
Depends on the situation. Like if I'm animating a rock hitting a window, I'd want the point of contact to be linear because the momentum wouldn't slow the rock down before hitting the window, it would hit and fall so you'd want a linear tangeant there. If you're hand keying a walk cycle, you'd want things like the hips' up and down and side by side motions and arms to be in TCB (although I wish, wish, wish the graph editor in Daz was like the graph editor in Blender or Maya where you could flatten the tangeant curves during copied pairs so things don't overshoot if you don't want it to) but you'd want the feet as well as the hip axis that's moving forward being linear because those are moving at a constant rate until you stop. There's so many different options on what to use when, it's really just a lot of animating and you'll figure it out, but these are a couple of examples I thought of off the top of my head.
Oh my. When they're greyed out, that means that they need you to select whatever the key is attached to in the Scene pane. So if I'm wortking on Rosie 8, for example, and I want to change here keys from TCB to linear, I have to select her first, or they will be greyed out.
A - No. Carrara was obtained by Daz 3d from the same company who made Hexagon, and I think they may have been developing Bryce at the time too.
However, the last version before Daz 3d acquired it had a plugin for the Pro version that allowed folks to import Poser figures.
When Daz 3d released their first verion, Carrara 6, it no longer needed the plugin. We could add our Poser Runtimes to the browser and Carrara's browser worked much more rapidly than Poser's.
When Daz 3d released daz Studio 4.0, they made public a beta version of Carrara that could load Genesis 1 and all of its goodies. I loved it. The result was the Carrara 8.5 Upgrade, which was the last version we've seen so far.
B - Carrara is designed around the idea of animating anything and everything that we can do in Carrara. The tools are fantastic! There's also an aniBlock Importer for Carrara. aniMate 2 feels to me like as if the engineers at GoFigure were designing a tool that could bring Carrara's NLA (nin-linear animation) system (clips) into Daz Studio. Carrara has a very different experience. Tweeners are editable and there are a lot of tweeners to choose from.
C - Carrara is outdated. I hate to say that, but it is. So while the act of designing animations in the timeline is very smooth and quick, playback is nowhere near realtime. I used to open Daz Studio and view the aniBlock motions using aniMate, then go back to Carrara and import them.
D - Carrara 8.5 Pro is only fully compatible with Genesis 1 and earlier Daz and Poser figures. Genesis 2 works fine, but the Auto-Fit cannot tell the difference between Genesis 1 and Genesis 2, so we can't really auto-fit from one to the other. However, Carrara users often refer to Daz Studio as the Carrara plugin. We can perform the clothing fitting in DS, save as a wearable or scene subset, and then Carrara can load it correctly. There are workarounds for the other generations of Genesis, but I never use them. What makes Genesis 3, 8, 8.1 and 9 magical is lost within Carrara. But some still use them.
Going from Carrara to Daz Studio is the burden unless you're just making clothes, props, morphs, etc., (Carrara is a modeler, UV Editor, 3D Paint, too). The only way I've done it is via OBJ Export.
There is an OctaneRender plugin for Carrara, but it's not free. I really like Carrara's render engine, but it's more akin to 3Delight (not PBR).
Carrara has physics, particles, animated primitives. We can load AVI or Image Sequences as textures. We can make those animated textures in Carrara by rendering them.
Daz 3d and Poser figures need adjustments to their shaders once in Carrara. One of the biggest burdens (besides moderm compatibility) people face. But it's easy to get decent shaders in just a few minutes.
If none of that turned you off and would like to know more, check out my site. I have a Carrara encyclopedia going on in there! LOL
Carrara Information Page
Check out all the Content that comes with Carrara 8.5 Pro (which is really inexpensive for Daz + members!!!)
History of Carrara
Here is an example workflow video for setting up a Genesis Character for speed rendering animations in Carrara
Likewise, I have a much more professional course on Dynamic Character Animation in Daz Studio, where I demonstrate the complete workflow from start to finish, stopping along the way to point out the difficulties I've had animating in DS and how I overcome them.
One of the big steps that really made my animation experience even more of a joy in Studio than in Carrara was creating new dials for my actors. These dials almost completely replace the need for the graph editor - because we're essentially doing our graph editor edits using dials. The key frames for our custom dials remain completely separate from the aniBlock baked key frames, so it's really easy to tweak, adjust and/or delete them - and the data from the aniBlock remains untouched.
So after the three-part workflow walkthrough, I continue with further videos:
Promo for Car Chase behind The Scenes Bonus Feature
My early 2023 animation demo reel - the inspiration behind the course
Promo for the course using my radio announcer voice - I do Not use this voice At All in the course! LOL
Course Introduction
Mamma Mia ~~ Carrara 8.5 is still $149.95, now... I'm opening Blender in silence...
I know. It's such a bummer that DS's TCB has no adjustments at all.
These are the tweeners in Carrara. Linear is selcted and, behind the drop-down we can see that I have lead in and lead out sliders so I can add a curve to either or both ends - smoothing the linearity to what comes before or after. Very useful. The other tweeners have much more than that. Oscillate has sine, square, bounce, sawtooth... Sawtooth is what we use to replay image sequences or avi that are used for textures or backgrounds. Linear to the end then an abrupt (discreet) change back to the beginning on the next frame. Even that, we can adjust the angle of the tooth and other factors.
TCB has no GUI adjustments, the values can be edited numerically.
You do currently have to select the key in the dopesheet (list of proeprties) rather than the graph in order to edit the TCB values - this is a bug, not the intended behaviour.
You're kidding! In the Parameters pane? I can't wait to check!
LOL!!! It's normally a lot less!
Either way, it comes with five times that in Daz content alone!
No, in the Timeline - but in the upper section, not the lower section with the graphs (KeyMate, not GraphMate).
You mean the little line that connects the keys? We can do something with that?
No, click on the keymarker in the upper area, not the one on the line in the lower area
Oh for crying out loud! Thanks Richard!
You may want to look at the Daz Studio change log
There's like 537 Billion words in that thing!
Hahahahaha... indeed ~