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keyMate - Commercial - Released
Posted: 18 December 2012 05:59 PM   [ Ignore ]   [ # 121 ]
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OK, just so that you know, that doesn’t work with the dancing turns. Here’s what happens: I now have two of the saved animations added to a DS file. The first animation did have an extra frame added in. I went to the end of the first animation. I added the second animation.

Now, here’s what happens if a play or drag the timer head through: As the character nears the end of the first animation, she suddenly REVERSES her turn direction and makes a very fast turn in the opposite direction.  Also, she loses her precise leg, ankle, foot and toe ballet positioning and seems to be picking up positioning from the second animation in that respect, which begins with the dancer in a full knee bend. When she performs the second animation, she performs it correctly.

I wish there were some way to break whatever links exist between the first and second animations, so that the second would not interfere with the first. Something like a “FULL STOP” (in music) command is needed.

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Posted: 19 December 2012 08:32 AM   [ Ignore ]   [ # 122 ]
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inquire - 18 December 2012 05:59 PM

OK, just so that you know, that doesn’t work with the dancing turns. Here’s what happens: I now have two of the saved animations added to a DS file. The first animation did have an extra frame added in. I went to the end of the first animation. I added the second animation.

Now, here’s what happens if a play or drag the timer head through: As the character nears the end of the first animation, she suddenly REVERSES her turn direction and makes a very fast turn in the opposite direction.  Also, she loses her precise leg, ankle, foot and toe ballet positioning and seems to be picking up positioning from the second animation in that respect, which begins with the dancer in a full knee bend. When she performs the second animation, she performs it correctly.

I wish there were some way to break whatever links exist between the first and second animations, so that the second would not interfere with the first. Something like a “FULL STOP” (in music) command is needed.

When you write full stop I think of the following
- click on the root of the character
- click the set key button in keyMate. 
- Collapse the tree in keyMate so all keys are on one line. 
- Select the key where you want the break and change the Interpolation Type to Constant. 

That should be a full stop.  Anything after that key will not, in way be, affected, by the keys before that full stop.  It wont even tween between the two keys.

 

 

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Posted: 19 December 2012 01:16 PM   [ Ignore ]   [ # 123 ]
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Wait….what?  Did you just release a product that allows animators to use splines on a DAZ timeline?


ooooo.  Must examine more closely.

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Posted: 19 December 2012 01:29 PM   [ Ignore ]   [ # 124 ]
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athenenoctua - 19 December 2012 01:16 PM

Wait….what?  Did you just release a product that allows animators to use splines on a DAZ timeline?


ooooo.  Must examine more closely.

Yes sir,
- store page, http://www.daz3d.com/shop/graphmate
- forum post, http://www.daz3d.com/forums/viewthread/13542/

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Posted: 19 December 2012 03:11 PM   [ Ignore ]   [ # 125 ]
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Go Figure wrote:

When you write full stop I think of the following
- click on the root of the character
- click the set key button in keyMate. 
- Collapse the tree in keyMate so all keys are on one line. 
- Select the key where you want the break and change the Interpolation Type to Constant.

That should be a full stop.  Anything after that key will not, in way be, affected, by the keys before that full stop.  It wont even tween between the two keys.
...................................................................
Nope, that did not do it. Sorry to take so long to get back. Had to sleep, go to dentist’s, etc. I did as you suggested. The animation was 85 frames before adding the second pirouette or turn. I clicked on the root of the character. Clicked on the set key button in keyMate, collapsed the tree so all the keys were on one line, selected the key where I wanted the break and changed the interpolation type to Constant. Then I added the new animation turn I had saved. That brought the total number of frames to 125.

What happens is that around frame 77 (of the 85 original frames), the character begins to be affected by the new animation positions. I get the same alteration of body parts and the character does a quick turn in the opposite direction.

I don’t understand why there isn’t a command to say “Don’t tween with anything beyond this point.” And maybe a command for “From this frame on, tween with following frames.” For dancing animations at least, this would make excellent sense to me.

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Posted: 19 December 2012 03:29 PM   [ Ignore ]   [ # 126 ]
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The 64 bit PC keyMate download is not available - has anyone else actually managed to download this after purchasing?


I’ve tried the usual tired old method of resetting downloads but always get the message “Sorry, that download is not currently available.”


For a while it seemed like DAZ had sorted out the store problems, but ... here we go again :(

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Posted: 19 December 2012 03:33 PM   [ Ignore ]   [ # 127 ]
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When I got it days ago, it was working…

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http://mcmxc2.deviantart.com

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Posted: 19 December 2012 03:44 PM   [ Ignore ]   [ # 128 ]
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acanthis,

I sent you a PM.

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Posted: 19 December 2012 03:56 PM   [ Ignore ]   [ # 129 ]
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Nope, that did not do it. Sorry to take so long to get back. Had to sleep, go to dentist’s, etc. I did as you suggested. The animation was 85 frames before adding the second pirouette or turn. I clicked on the root of the character. Clicked on the set key button in keyMate, collapsed the tree so all the keys were on one line, selected the key where I wanted the break and changed the interpolation type to Constant. Then I added the new animation turn I had saved. That brought the total number of frames to 125.

What happens is that around frame 77 (of the 85 original frames), the character begins to be affected by the new animation positions. I get the same alteration of body parts and the character does a quick turn in the opposite direction.

I don’t understand why there isn’t a command to say “Don’t tween with anything beyond this point.” And maybe a command for “From this frame on, tween with following frames.” For dancing animations at least, this would make excellent sense to me.

Hmmm.  You are right its only half the problem, it does effect the values before.

One more try
- import your 1st animation
- go to the last frame
- click on the root of the character
- click the set key button in keyMate.
- add 2 frames to the total frames
- go to the next frame(what is now the second to last frame)
- click the set key button in keyMate.  You should have 2 identical sets of keys right next to one another
- go forward one frame
- import your animation

 

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Posted: 19 December 2012 03:57 PM   [ Ignore ]   [ # 130 ]
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Thanks, got the PM.


The download is now working. Must have been another one of those tiresome Random Store Purchase Time Delays which DAZ have written into the new store software to annoy its customers wink

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Posted: 19 December 2012 04:56 PM   [ Ignore ]   [ # 131 ]
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Go Figure wrote:

“One more try
- import your 1st animation
- go to the last frame
- click on the root of the character
- click the set key button in keyMate.
- add 2 frames to the total frames
- go to the next frame(what is now the second to last frame)
- click the set key button in keyMate.  You should have 2 identical sets of keys right next to one another
- go forward one frame
- import your animation”

................................................................................................................................

Yes! That worked! Thank you very much for this help. This could be very, very valuable to me. And to anyone who wants to do ballet or dancing animations.

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Posted: 20 December 2012 06:35 AM   [ Ignore ]   [ # 132 ]
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will new animation imports at mark position on timeline or will it import at frame “0”?

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Posted: 20 December 2012 07:56 AM   [ Ignore ]   [ # 133 ]
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creativemodelsbe - 20 December 2012 06:35 AM

will new animation imports at mark position on timeline or will it import at frame “0”?

Everything I have tried starts at the current frame.

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Posted: 20 December 2012 08:22 AM   [ Ignore ]   [ # 134 ]
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myabe you said about daz timeline I think,,
then when import bvh , it recorded keys from the current frame when you improt the file.rolleyes

then,, tahnks much go figure again,,, ^^
I am happy now I can clearly see and check which node recorded, in ds timeline.
and when select the property, I can check by graph mate.

so even though I am perfect new comer to 3d animation,, I can make simple excize with genesis .apply chaarcter morph
and expression,,,

without your tools,,it was too difficult for me because I can not clearly understand which node key recorded the value,,, in ds timeline.
and if I made mistake,, I could not correct it ,,, needed serch and select each node in scen tab,, and check again and again before,,,

I feel some point which may better to future improvement,, but I perfectly content with key mate and graph mate combination,,.

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Posted: 20 December 2012 08:28 AM   [ Ignore ]   [ # 135 ]
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Thank you for your kinds words.

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