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Author Topic: ini and end keyframes in loop animations  (Read 6021 times)

runter

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ini and end keyframes in loop animations
« on: March 06, 2009, 12:19:37 pm »

Hello everybody,
here goes a question:
- I am doing a loop animation (let's say a walk with 30 frames) so I start by putting the bones correctly in the initial frame (without checking the 'key' button).
- I select frame 10 for example, push the 'key' button, move some bones and create a key frame.
- I go on until I reach last frame, that is in fact the one I want to match with the first frame, but as I have changed previous frames, this one has been also bone-moved . So, to match this last one, I have to move again all the bones...
My question is, is there a way to 'lock' the bones on the last frames for a looped animation?
Thanks,
J
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hihosilver

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Re: ini and end keyframes in loop animations
« Reply #1 on: March 06, 2009, 12:39:01 pm »

One way to do this is to copy and paste the first frame into the last frame slot.  It is probably best to do this at the beginning of the animation, and you may want to key all the bones to ensure that the figure is exactly the same in both frames.
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ENSONIQ5

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Re: ini and end keyframes in loop animations
« Reply #2 on: March 06, 2009, 09:02:28 pm »

An addendum to hihosilver's method:  Copying the first frame the last will leave you with two identical frames in your looping sequence, which will result as a little jerk, or step in the otherwise fluid motion of the loop.

There is a method to eliminate this, however.  Let's say your looping sequence is to be 30 frames.  Define the sequence as being 31 frames long, set the bones in the first frame, then copy that frame to frame 31.  Continue to define the sequence for the other frames as normal.  When finished, set frame 30 as a keyframe, which will lock the bone positions in that frame.  Then, reduce the sequence length back to 30 frames.

Using this method will ensure that frame 30 is not identical to frame 0, but leads seamlessly into it.
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