Can you help me with an Animate keyframe problem?

DarthDDarthD Posts: 259
edited December 1969 in Art Studio

I'm trying to pose a character's hand. I have a pose applied to the character. I've created a subtrack for the hand and deselected everything but that hand. I go to keyframe mode and create a keyframe at the one second mark, moving the hand where I want it. The keyframe turns green. Now, when I click anywhere else, to create a second keyframe the arm moves to the default 'T' position, with the hand still posed. . There is no way to move it back to the original posed position other than reapply the pose, but as soon as I test run the animation the arm moves back to the T position.

What am I doing wronig? I am watching a tutorial by Dreamlight and doing everything he is except for the part of the body I want to move.

Comments

  • DarthDDarthD Posts: 259
    edited December 1969

    I tried setting the first key frame at zero position but when I do, it moves the arm to the T position again.

  • bighbigh Posts: 8,147
    edited December 1969

    I would try doing what you want using just the DS timeline .

  • DarthDDarthD Posts: 259
    edited December 1969

    I got it to work by not using subtracks. It seems to work as I want now so I can save it as an Aniblock when I'm finished which was my main goal.

  • bighbigh Posts: 8,147
    edited December 1969

    DarthD said:
    I got it to work by not using subtracks. It seems to work as I want now so I can save it as an Aniblock when I'm finished which was my main goal.

    great !

  • NoName99NoName99 Posts: 322
    edited May 2015

    Edit

    Post edited by NoName99 on
  • ParadigmParadigm Posts: 421
    edited December 1969

    I've messed around a lot with animation in DS, and the best advice I can give you is to use animate2 and put all of your animation in gigantic empty aniblocks with subtracts. I've tried doing smaller aniblocks, I've tried just timeline, I've tried it all. By far the most consistent results come from having sub tracts for major types of motion (body, foot, face, hand) and aniblocks that span the entire animation. I've found combining aniblocks leads to frustrating "ghost" stutters (two aniblocks that are smooth separately, but when put next to each other are jerky).

    DS is a pretty unforgiving animation platform. Learning what I know has come at the loss of many projects having errors introduced and becoming irrecoverable.

  • DarthDDarthD Posts: 259
    edited December 1969

    Thank you for the advice. I wish GoFigure would help with questions.

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