Aniblocks from keyframes dropping keys ?
v-man
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I just tried converting a keyframe based animation to aniblocks, and the resulting aniblocks has a few frames less than the original BVH animation. Has anyone run into this before ? What would be the reason aniblocks would end up with less keyframes than the original animation?
Also - a separate question . How can you loop aniblocks from frame to frame? I know how to loop from 0 to whatever frame, but how do I set start frame to something other than 0 ?
Thanks
Post edited by v-man on
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When converted to an AniBlock the Start and End get changed into a BLEND. So they can Blend from one block into the next block that follows it and vise a versa, if the missing key frames fall there the conversion did it. I've never set a loop beyond the start of a block so I'm no help there.
that's another flaw in animate2
you have to make your looprange by zooming in to the range you want to loop
a start slider would really be handy
and beware of rotations in your aniblock
aniblocks cant handle them maybe because of those "blends" Jaderail mentioned
Thanks for the tips - I'll doublecheck the blends but I don't think that's the case, since I set all my blends to 0, but I could have forgotten so I'll look into it. On the other hand, it seems to me that there is no major , visible problem with dropped frames. Could it be that conversion for some reason drops the end frames if they were identical ?
Yes, identical keys will be ignored at conversion. But the LAST one should set, so you get a proper length.
I'm slowly getting a handle on rotations in Aniblocks. It works like this mostly.
A walk starts forward but ENDS at right 90 degrees. Add next AniBlock and BAM foot slide, BUT if you Rotate the NEXT block by 90 at the time you add it they BLEND together very well. So you need to WATCH the rotations IN the blocks you use and set the NEXT one to match the ENDING of the one that you just used.
hi Jade
I appreciate your trying to understand those damn aniblock rotations
but why in the world this 90 degree rotation to the right ?
can you make a simple example for me: step by step so I can try in studio
btw is there a possibility to talk to Gofigure himself
his Forum seems to be abandoned
no one is talking there
The 90 degrees was an example, I do have a walk AniBlock that does a 90 turn to the right If I set orientation of the next block to that angle it Then blends properly and I do not get foot slide as the second block links to the First walk. Not All Aniblocks need a Orientation fix but Some do, if you get Foot slide or the figure goes off track do Double click on the AniBlock and set the rotation a little at a time until it runs smooth. Many of the Fighting AniBlocks need the rotations to blend properly. And I have noticed some of my Hand made ones did too.
This is Posermocaps SwordPlay, to get a smooth transition from the first block to the second the Rotation was needed. I now use this on any AniBlock that changes the figure rotation suddenly from block to block. I'm not sure Why there is JUNK in the rotation Dialog but the 90 is the important part.
I'm thinking only FB is active now, but even that seems to be out of date at this time.