Aniblockissue

RuphussRuphuss Posts: 2,631
edited December 1969 in Art Studio

2 flightanimations
one with animate2 timeline: thats how it schould be http://youtu.be/U7sOUpadZAg
other with baked aniblock of the first http://youtu.be/NVC-E3k3iWg

any suggestions why it doesnt takes the same route with aniblocks?

i've tried both bakingversions : same result

Comments

  • JaderailJaderail Posts: 0
    edited December 1969

    I'm sort of not following. Using Animate and then sending to timeline is the proper way to record the animation. Please give a bit more info on what you mean by baked both ways, and how one is or is not aniblocks. That's where I'm not sure I understand.

  • RuphussRuphuss Posts: 2,631
    edited December 1969

    Jaderail said:
    I'm sort of not following. Using Animate and then sending to timeline is the proper way to record the animation. Please give a bit more info on what you mean by baked both ways, and how one is or is not aniblocks. That's where I'm not sure I understand.

    first thank you for trying to understand

    i first created a movement with translations and rotations on the timeline of the animate2 tab
    then i created an aniblock of this
    which then does not convert the data from the timeline as it should
    but i will Research this more with a simple primitive to see where is the flaw: me or the programm

  • RuphussRuphuss Posts: 2,631
    edited December 1969

    now the prove

    movetest 02 created on the timeline
    60 degrees y-Rotation every second: works fine http://youtu.be/GIhm1py8XgU

    movetest 03 created aniblock from movetest 02
    the aniblocks Shows only the last two Rotation keyframes were taken to the aniblock http://youtu.be/NU_8lH8A79I

    aniblocks have no Problems with just translations
    then add rotations and weird things happen

  • JaderailJaderail Posts: 0
    edited December 2013

    That is the Built in TWEENER, in AniMate. It calculates a EASE in to FULL and a EASE out so each movement can BLEND from block to block in AniBlocks. That does cause what you have shown. That is why I use KeyMate and GraphMate on the MAIN DAZ Studio time line AFTER I finish working in AniMate. To correct the errors on the Main timeline before I render to frames. To me AniMate is only a FAST set up tool. Not what I use for finished files. For those (render ready) its the DAZ Studio Timeline with Animate BURNED to it and then edited from there.

    And as you have just seen, somethings NEVER need to be done in Animate at all. The trick is figuring out HOW to blend scene files so they work together. There are just some things we should only do in one thing and be happy, I've yet to figure out How to do it all on just one of the two timelines. I don't think it's really possible.

    Post edited by Jaderail on
  • RuphussRuphuss Posts: 2,631
    edited December 2013

    it's not tweeners:aniblocks are not taking the rotations correctly

    i Show you

    first is graphmate with correct keyframes
    second is aniblock Editor from created aniblock

    aniblocks are useless if they cant save the correct movement

    rotation_y_02.jpg
    1087 x 582 - 73K
    rotation_y_01.jpg
    1173 x 656 - 172K
    Post edited by Ruphuss on
  • JaderailJaderail Posts: 0
    edited December 1969

    You seem to know more than I so I'll shut up now.

  • RuphussRuphuss Posts: 2,631
    edited December 1969

    it's a pity gofigure never showing up
    helping with his program

  • RuphussRuphuss Posts: 2,631
    edited December 1969

    related to this rotationproblem:
    all rotationaxis in the aniblocks are linked to each other
    this gives more weird reactions because you cant move one alone

  • mjordy59mjordy59 Posts: 66
    edited December 2014

    I also have had the same frustrating animation problems like you. I have tried to bake some aniblocks with no pleasing results so far,so i stick to the manual Animate animation.

    Post edited by mjordy59 on
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