Keymate and Timeline Conflict
Deke
Posts: 1,631
Posted this question in the newbie forum but found no love so here it goes:
What is the conflict between KeyMate and Timeline. I'm working in Keymate and yet for every keyframe I add there one is added in the Timeline. But when I delete one in KeyMate that doesn't mean they are deleted in Timeline. So I will find I have ghost movement…and have to go into Timeline and delete those keyframes.
Is there a way to turn Timeline off so it isn't giving my work in KeyMate a bad time?
Comments
Bumping this? Any thoughts? Posted the following in the newbie forum, but it might do better here:
Deleting the coordinates does help when I’m repositioning the merged character (and hurray for Save As Scene Subset which does bring the animated keyframes with the character.)
But…if there are any XYZ keyframes, then they seem to be linked to the overall coordinates. So If I have animated a walk cycle, and use Y transfer to raise and lower the figure with each step, the XYZ coordinated are remembered. So when I position this character in another project at a different XYZ coordinates…it wants to drag the figure back to the original coordinates. I hope that’s clear.
I think part of the issue is that the Timeline seems to combine XYZ into one keyframe. Which goes back to another question I had as to if there is a way to disable Timeline so I can just work in KeyMate.
(Daz Studio 4.6, on a Mac)
quote/ I think part of the issue is that the Timeline seems to combine XYZ into one keyframe.
Actually it should not!!! ...but it happens, when you add a keyframe via the "add keyframe" button. Example: When you move the slider for...let's say to bend the forearm, just this information is stored in the keyframe, but in the moment you add a keyframe via the button, all axes are stored in the keyframe. The same with translate and the other possible sliders... hope you understand my english? :-)
Thanks. Yes I get that setting a keyframe that way sort of marks every parameter. I was more talking about how Timeline doesn't seem to differentiate between XYZ positions. In KeyMate there is separate timeline for each. Not in Timeline.
One thing I'm going to try is to put the whole figure into a group and see if I can't use the higher level to override the existing XYZ coordinates.
Keep in mind that the DS timeline records everything, keyMate does not. E.g. KeyMate does not record hidden values, parenting AniMate constraints, and some other values that do not show up in KeyMate etc... I have run this issue when I have deleted all the keyframes from keyMate, but there are values still keyframed in the DS timeline. One way to clean this up is to expand all and select all items from the scene menu, or chose right click on the viewport and choose select all, and choose clear animation from the parameters tab.
Where's the logic in recording everything? oppose to say ... hitting a button that toggles keyframing on and off, like everything other 3d program out there ..
I'll try the "clear animation" trick. Might prove helpful.
One quirk I've found is that DS Timeline will keyframe the intensity of a light, but KeyMate won't offer that attribute for animation.
Just to clarify: The DS timeline reads/sees all properties and values of items/object in a scene. KeyMate does not; either by design or omission. That's why there might be some values that are still keyframed even though you have deleted all the keyframes on keyMate. That's why the easiest way to clear an entire animation from a scene is to right click on the viewport, select all, then clear animation from all selected items in the parameters tab.
The one property that I would really like to see keyframed is textures, but alas, it's not possible in DS.