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Did anyone manage to pick a key frame from a blend between two frames for a puppet

  • skillphiliac

    Screenshots? Project name? What do you mean by abinarion?

    Blending into frames should be easy - dynamically changing your puppet is not. You need to access different states and consider how much of a keyframe you want to be part of the current animation, which can get pretty complex. There is all kinds of stuff that could have gone wrong with yours, so just show us and we'll help you.

  • mmdev7

    You cant select the existing animation and save it as a new key frame but there may be a sneaky work around. Because key frames blend together nicely you could olay both the start and end keyftrames at the same time and it would efectively be the mid pose. Bit hacky but might unblock you. The correct way would be to keyframe the mid pose from scratch I think.

    Hope this helps :) Peter

  • Stampy83

    Thanks for the reply both of you.

    @Skillphiliac: sorry I meant animation. The point is you have a character with two frames in animation. Let's say, first key frame (hands down), second key frame (hands up), but when you play your anination on a timeline you can freeze anywhere you want and you can see your character with a certain pose created by blend. Now let's say you want minor correction somwhere in between those two frames. You would just create a third key frame starting from that position and do a minor adjustment to that small part. But since Peter confirmed it is not possible, I can just plead for its inclusion because it would make everything animation vise so much easier. Recreating that middle frame from the start would be a true pain in the ass in a more complex animation. :/

  • Stampy83

    Oh yeah, Peter, that hack is good but only for a middle frame, let's say you wan't to make corrections anywhere on your timeline and now you are in a bit of trouble

  • Magus0Mind00

    Rather than begging Mm to add this feature, why not change your workflow to just create more intermediate key frames as you are making the initial movements. Most natural looking movements have several intermediate poses between the start and end. The more key frames you have, the more dynamic your animation can be, and the more options you have while editing to smooth it out and get the timing of each pose in the animation just right.

    Old school, stop-frame animation is 24 frames per second. You don't need that many key frames (way overkill, and would make things tedious), but 3-5 key frames per second of animation will help you define a lot more of the details your eye picks up.

  • Stampy83

    I agree with what you are are saying. There is always a way around. But I am asking this not because it's just a question about workflow. Having the ability to do this would make it easier and faster to create animations.

  • Stinkinmushroom

    I also had bugs when putting 3 keyframes behind each other on a timeline then trying to grab one

  • Supposer

    I think I posted this somewhere before, but here's how I'd try to do it:

    Move the keyframes to be a long way apart.

    Go into playtest mode. https://indreams.me/guide/palette-glossary/assembly/modes/playtest-mode

    The blend will be a lot slower, giving you more control. Pause at the right moment.

    Then create a new keyframe. Grab the thing animated with R2, so store that position (hopefully?). Go out of playtest mode. Place the keyframe into the timeline between the two existing keyframes.

  • Stampy83

    But, yeah, that's the thing, you can't store that third frame when you try to save that character's position for some reason. You have to scope into each and every peace of sculpt but by doing so, you move everything when recording the đovemenz, so you can't really do it subtly. I mean it's easier if you try and see.

  • StrictSubstitute

    I think it'd be great if we could create a keyframe from any point on the timeline. Not only to help "guide" the procedural by editing tweens as needed, but more importantly we could piggyback the procedural or performance capture to create a framework for custom animation. Get some assistance from proced/p.capture to rough out the animation, cherrypick desired keyframes, then turn off procedural so you can have custom "from scratch" animation. This would make custom animation so much easier and faster, allowing us to eschew the procedural animation on puppets that can cause a lot of headaches. This is most wanted feature and I'll be bugging MM about it for years until they do it, or explain why it can't be done.

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