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General Category => General Anim8or Forum => Topic started by: icemclean on April 08, 2008, 12:08:31 pm

Title: Scene Bone Rotation
Post by: icemclean on April 08, 2008, 12:08:31 pm
Why is it, that when I rotate a bone in (say) frame 1 with keyframing on, then I rotate it again in frame 20, it changes in frame 0? This is really starting to get on my wick. Just it case it matters, I have 0.95c.
Title: Re: Scene Bone Rotation
Post by: Kubajzz on April 08, 2008, 12:24:56 pm
That has never happened to me... Did you make sure you had created the keyframes in frame 0 before rotating the bone in frame 20?

For example if you had keyframes for only 'x' and 'y' axes in frame 0 and you rotated the bone around the 'z' axis in frame 20, the 'z' orientation in frame 0 would change too... But I can't think of any other way how this could happen...
Title: Re: Scene Bone Rotation
Post by: Tanzim on April 09, 2008, 06:29:08 am
Did you toggle the KEY (should be green if toggled)
Title: Re: Scene Bone Rotation
Post by: RudySchneider on April 11, 2008, 02:15:24 pm
Anim8or automatically tries to apply "smoothing" to keyed motion by creating a spline curve between the keyed frames.  Sometimes, this can affect frames before and after keyed frames.  There are a couple ways you can adjust and/or control this.  For your case, one way is to copy the key at frame 1 and paste it into frame 0, and copy the key at frame 20 and paste it into frame 21.  This should "tack" the motion from frame 1 to frame 20 in place as a linear motion, rather than a spline curve.

Another way to adjust the keyed motion is with the Graph Editor.

Finally, you can double-click on the keyed data, and specify what "type" of key it is.  Checking the "linear" box for the keys at frame 1 and 20 will force the motion between to be linear, and should also take care of the problem you're having at frame 0.

Hope this helps.
Title: Re: Scene Bone Rotation
Post by: ENSONIQ5 on April 11, 2008, 10:46:41 pm
One thing to remember is that an object does not have, by default, controllers for every way it can be animated.  Controllers are only applied once change in a particular dimension or field is applied.  For example, an object placed into a scene has no controllers applied to it.  Lets say you toggle the green button and go to frame 20, and rotate the object.  A controller will now be applied to it, setting its rotation.  But, since the controller did not exist earlier, it does not know what the orientation of the object was at frame 0, so the rotation is fixed across all frames.  Of course, if you now rotate it back to its starting position, at frame 0, the controller sees a difference in rotation between frames 0 and frame 20, and calculates the intermediate positions for frames 1 through 19.

In a nutshell, set the initial orientation of all objects that will change in any way throughout the project in frame 0, with the green toggle on, before defining the changes themselves.  If this is not the problem, the only other thing I can think of has been answered by RudySchneider.