V4's eyes pop out of her head in Aniblock transitions
Sentinel-3
Posts: 52
This never seemed to happen before. I first noticed it last week, when I had her turn and start walking. Now, in various scenes, her eyes will bounce back and forth out if her head. If I reduce the smoothness of the transition, it goes away, but then I don't have a smooth transition. This happens in DS3A as well as 4.5.
I had to size these down. I hope the details can be seen. You see that as the head gets to the transition area, her eyes pop out. This absolutely NEVER happened before last week. DS3 and 4 both otherwise work fine and have recently been re-installed.
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Comments
I was able to get around this by backing to studio keys and then selecting the eyes and clearing the animation. The only thing different about this is that one of the aniblocks was custom, made from my own keyframes and Life. And another was converted BVH. I imagine the life aniblock had tons of data in it. Maybe it overloaded animate.
I was about to suggest that, did you use a lipsync on the figure at some point or add facial expressions, the tweening between the two can do some very weird things.
I I do an angry face at one point in the timeline, it must be zeroed at a point before adding a happy face or the morphs will tween creating some scary expressions, adding lipsync or worse still a Mimic pz2 file can really muck things up.
Aniblocks create a key per frame so this complicates it further.
I work in Carrara but similar results occur in Studio, in Carrara I can remove induvidual keyframes for facial parts at points along the timeline instead of clearing the lot as you did in studio, maybe this new Gofigure keymate plugin can do this, someone with it may know.
Yes. I did use lipsync! I'll look into that. Thanks
I rendered the series, but I now have to re-render it because I think the DOF is too shallow. I with the DZ camera worked like a real camera. an Fstop of 44 would normally have deep DOF.
Problem solved. I found that I was able to clear the animation on the eyes without having to bake the aniblocks. This is not an Animate bug.
Rats. I take it back. The problem re-appeared when I re-ran another sequence using aniblocks. I had to make her eyes invisible. Luckily her back was turned.
Interestingly enough, this never happens with Michael.
One or more of your aniBlocks are doing this. You have 2 options:
A) lock the eyes translates(x, y, and Z) so they can't translate.
B) or fix the aniBlocks
A) get the eyes back in the sockets.
- Translate they eyes manually or do restore figure, or clear all keyframes on the eyes.
- double click on X Translate in the Parameters Tab
- find the lock button
- lock the value
- repeat for Y Translate and Z Translate
Or you can do:
B) fix the aniBlocks
- select an aniBlock
- choose keyframe mode
- Look for the Part/All option. Choose Part
- click on the left eye
- for each level that has keyframes do the following:
-- select all the keyframes and click the key(minus) button
-- click on the right eye
-- select all the keyframes and click the key(minus) button
- repeat for all your aniBlocks
Sorry it took so long to reply, but I just can't blame this on Animate yet. Not unless it's doing it without ever using the tool on the character.
In this scene, Victoria's jaws end up in the floor with her tongue. Animate wan't used on V4 at all, ever in this scene. That little speck on the floor is probably the tip of her tongue. I had made the other parts invisible but missed it there.
Again, this only happens with V4. Never with M4 or any other character -- and NEVER before this year, and I've animated V4 a lot.
GO Figure, The roving eyes popped up again and nothing but your suggestion of locking the hidden parameters fixed it. Thanks.
By the way, I bet this is a 64-bit or perhaps multi core problem, just like the sparkles that come with using deep shadow maps. This never happened on my old slow cheap computer.