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Author Topic: Spinning bones?  (Read 1365 times)

davdud101

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Spinning bones?
« on: December 22, 2014, 02:33:41 pm »

Hey, everyone! I've been working on a new short animation project in the WIPs forum. But I've come to a problem (in fact, the same one that causes me to rip my hair out, rage quit and not come back to Anim8or for a year... every time)
Basically I've noticed that in the sequence or scene mode when editing key frames, if a value change slightly, a lot of times Anim8or will automatically interpolate this data and assume the entire bones is supposed to spin over 360 degrees to it's new position. Also there's the weird little preparation it does right before it goes to a keyframe, like it move in the opposite direction for just a second...
This is NEVER, EEEVER what I have ever wanted in an animation, and it has only served as a detriment to my continuation and mental health, and pretty much has usually been the reason I stopped using Anim8or repeatedly. I don't really want that to happen again.

is there a solution?!? I will be able to continue working in this software if there is SOME solution to this huge keyframe issue(that doesn't involve copying/pasting keyframes on every frame)!!
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Claude

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Re: Spinning bones?
« Reply #1 on: December 22, 2014, 05:47:34 pm »

After you have added figure and sequence to the scene,
have you try adjusting the  keyframe bone angle interpolation
curves in the graph editor ?

Claude
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davdud101

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Re: Spinning bones?
« Reply #2 on: December 22, 2014, 06:26:08 pm »

Hm- I don't use the graph editor much... I guess that's what it's for. I'm guessing there's no simpler, more straightforward method for it? (Not that that's difficult or anything, just curious)
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Claude

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Re: Spinning bones?
« Reply #3 on: December 22, 2014, 09:14:49 pm »

Sorry,none that I know.
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johnar

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Re: Spinning bones?
« Reply #4 on: December 22, 2014, 09:57:17 pm »

 Hi davdud101,
 I see kreator suggested setting limits to the bone rotation. (instead of no-limits)
 That'll solve the problem most of the time.
 If you still hit problems, please let us know. There are some crazy quirks in the animation system, mostly work-around-able, but often enough to drive one a little crazy.
 If we keep talking about the animation odditys as we come across them, then we could define the worst ones, that do drive us nuts, and maybe sometime in the new year steve might find time to have a look.
 The spinning bones has always been an issue, and has been discussed a lot in the past. (a search shows some of the posts, but i remember a lot more said about it 6 or 7 years ago.)
  Setting limits, Using the graph editor, setting angles by entering values manually, double keying, and watching the values carefully, especially going from a positive to negative, or negative to positive value, are all ways of solving most of the issues.
 (re graph editor: Awesome for lots of stuff, but i'd like to know how to increase the range in the graph editor. Often, i can't use it for bone rotation, because i can't get to the higher values, so need to enter values manually)
 Anim8ors animation system is definately a challenge at times, but keep in mind, animating is a challenge in any software. (keyframe animation is a learning thing,  and gets easier)
 Anim8or has so many good things going for it, but i admit, the animation system, as it is, can be very, very frustrating. But on the plus side, we have sequences, a graph editor, and morphing.
 When the animation system has been cleaned up a bit, then anim8or will be an extraordinarily cool piece of 'áll-round' modelling and animation software.
 Hang in there davdud. Keep us posted on probs you're having and let us know how the 'crazy bone spin' is treating you.
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