Adjusting Aniblocks XYZ position.
I've been doing some work with aniblocks, but recently, I've hit a snag, and I'm not sure how to correct the problem.
I'm setting up to have a character running through Stonemason's Urban Sprawl 2, but given that it's not always an even surface and that there was the occasional obstacle to contend with, I knew I'd have to do rotations and adjust the character's Y coordinate here and there in order to keep her from sinking right into the ground or have her running a couple feet off the ground.
The only problem is, everytime I make the needed adjustments, something goes wrong. Either the XYZ transition/rotation is integrated into the entirety of the run, or it just disappears entirely. I've tried using Keyframes to set up a controlled adjustment, but that didn't do a thing.
Does anyone have any idea what the heck I'm doing wrong?
Comments
I'm not sure if I understand your problem correctly, but, if I want to correct the position of a figure, or part of a figure, I use an editable clip below my main clip, and only as long as I want the correction to last.. That is where I do my corrections, not on the main clip. You can have many correction clips layers.
There are several approaches to this:
1. You may parent your character to some null and adjust position of that null. This is usually applicable when you already have parented your character to null :), say to deal with scale (animate doesn't like scales other than 100%).
2. You may add additive track to character and create long aniblock there and use it to adjust hips bone (not root!) of your character.
I go the null route myself if forced to use DAZ studio
in carrara can fortunately import aniblocks without translation using plugin sadly not in Poser either
I think all motions should be on the spot myself, I know you get foot sliding but popping back to the origin much worse
the other alternative that I use is render one block sequence at a time changing camera angles and pretend it is how you wanted to do the movie.