Hey Daz Animators, I need help
exstarsis
Posts: 2,128
in The Commons
I just picked up the Empty Detention Cell. I want to use it in a dForce timeline animation. However, the entire set displaces on every frame but the first, and is additionally keyframed every other frame to be displaced across 150 frames, for many individual props. I assume this is a bug and I have just filed a ticket. However, I would also like to know if there's some way to clear out all the keyframes associated with an object at once, or otherwise salvage this disaster.

Comments
If I’m understanding you correctly, one way to solve the situation might be to go to a frame in the timeline where everything is in the position you want and save a pose preset for the current frame. Now clear any animation. Then, with everything selected in the scene, merge the saved pose preset in at frame 0?
Hope this might help.
- Greg
To clear animation for a working character
go to edit>figure> scroll down until you see "clear animation" then choose "clear figure pose". this will clear all the animations from the keyframes and reset your character, leaveing your characters morph values intact.
I don't have this set so I can't test it for you sorry
I hope that helps
You mark the cell's surfaces as no visible in the animation. You may have to mark the cell as 'static' beforehand though. In sets with many objects & surfaces I generally hide the set from view before dForce (that is before dForce was broken) but one could go though, object by object, surface by surface, and mark all as not visible in animation although in the past with such environment sets I didn't have to mark anything but left it alone which I believe causes DS to go through and figure out to assume those unmarked pieces are static resulting in much more time doing the simulation.
Hi,
this free script instantly will remove any accidental keyframe Data to non-figure scene props
I am on DS4.8 thus cannot confirm if it still functions on DS 4.11
https://sites.google.com/site/mcasualsdazscripts/unanimate-and-reanimate
Thanks. I'm going to start with trying to 'clear animation' just so I can learn how it's done before trying the older script-- Thanks, Ivy for explaining HOW that was done, and thanks for the script link, wolf359. I'm really oblivious on all this stuff, I just know timelines work well for dForce and stuff moving around and through my character is going to make dForce explode, among other things.
The thing about marking stuff not visible is that I do want it visible when I do the final render on frame 30 or whatever... and it's still out of place when I make it visible? And wait, dForce is broken now? I had it working okay the other day.
Do you own Keymate? The entire set Animate2, Keymate, and Graphmate are a power combination. Ivy's solution is easiest and quickest if it works, but changing the keys can also be done in Keymate relatively easily and in more detail. If you do not have these, or have not worked with them yet, it has a learning curve just like any other major function of Daz Studio.
Glad to help, I found if you can animate something in the daz timeline you can clear the animation cycle. using the edit tab. If you click your character or Object and then click the little tool menu on the top right hand corner of the parameters tab there is a short cut in the drop down for the same clear animation functions. without having to go keyframe by keyframe to clear everything. If you only need to remove or edit a few keyframes then I would use Native timeline or Animate2 and use the keyframe editor to remove or edit the selected keyframes. you clear objects and pops the same way. just remember using the clear animation option resets the character & prop back to the natural position 0 for all axis. just beware that when using it you'll be good to go. :)
I believe I have KeyMate and Graphmate and yeah they're pretty overwhelming right now.
The script worked perfectly, btw.
There is really nothing to learning them. Keymate and graphmate are just plugin additions to animate2, they are tools to refine the animate2 timeline.. But they are not really needed to do basic animation in daz if you have anmate2 . Keymate is super great for breaking the keyframes down to their individual fractions for multi complex motions at the same time when your using more than one subtrack. great for characters like genesis8 that has a lot of bones and joints to edit motions for. keymate is awesome for that purpose to refine motions. I would not use keymate for creating cycle animation though that would get complicated ,.
when it comes to graphmate. there is nothing in graphmate you can't do already in the animate2 timeline . animate2 has a built in graph eiditor which works pretty good. .. the problem is you can only use it for one track or subtrack on timeline at a time. where as in graphmate allows you to stack or use multiple tracks on the timeline at the same time. which is great if you are trying to animate a things that require curve to the motions. like a bunch of ball being thrown or a a group of race cars skidding around a corner. stuff like that
Given I have zero experience animating, I still need to figure out what a ‘graph’ is... also I’m not sure I have animate2.. well someday..
Just saying... https://www.daz3d.com/forums/discussion/270281/how-to-get-started-with-animation-this-weekend-commercial#latest