Help With Animation: Adjusting the graph curves for motion
Hi, I'm having difficulties finding how to adjust the curve on the Timeline graph for any particular motion. I see that I can change the interpolation for any particular key, but how do I change its strength? For example, if you're animating a punch, I want the initial windup of the punch to be slower in the beginning and then picking up speed as the frames continue. TCB interpolation does this but I can't figure out how to control the curve to determine by how much slowdown/speedup I want.
Is this possible in the current version of Daz?
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Comments
There should be numeric inputs along the bottom of the pane.
Thanks Richard, I see it now. However, this brings me more questions. Changing the values doesn't seem to visually change anything on the graph. Daz animation playback is very laggy even with 4 2080ti's so it's hard to see if anything changes. I created a quick bouncing ball animation and played with these numeric inputs and compared the Y Translate positions from frame 0 to frame 1. Changing all inputs from 0 to 100 didn't seem to effect the Y Translate at all as the value remained perfectly identical. Am I not understanding this?
I have found that it's quite easy to go so far with a value that no further chnages occur as you change it. I'm not sure it will help but this is a link that gives some technical nitty-gritty on what the numbers mean https://en.wikipedia.org/wiki/Kochanek–Bartels_spline .
On playback, are you using one of the OpenGL modes - e.g. Texture Shaded - or the Iray preview?
If I'm not mistaken, the OpenGL preview is limited to using one core of the CPU, so the graphic cards won't make playback smoother. What makes a difference is turning off smoothing modifiers, switching to base resolution and hiding stuff temporarily. Also render your motion tests in Basic OpenGL, it is really fast, and won't skip any frames;)
Limited to one core? Holy crap, that's so depressing!
I've been using Basic OpenGL to render motion tests but that's really far from ideal. It adds up to countless hours of lost productivity where you're battling the tools rather than continuing your creative process.