I am rigging a character's head turn to a smart bone. In the manual it says that it is possible to increase the number of frames a smart bone action takes, and modify the action by inserting new keyframes, after having increased the duration of the smart bone's turn
I seem to be unable to change the amount of frames taken by the smart bone's turn without losing the in-betweens.
The problem occurs when I am in the action window, with the blue timeline, and I drag the keyframe that represents the "finished head-turn" position forward down the timeline. The rig will "snap" from position to position without passing through the in-betweens. As if it was set to "step" interpolation, instead of linear. Often, but not always, this will affect animation on the mainline as well.
question re: Smartbones plus timeline - Solved
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question re: Smartbones plus timeline - Solved
Last edited by willf on Wed Oct 29, 2014 7:20 pm, edited 1 time in total.
Re: question re: Smartbones plus timeline
By default when you create a smartbone, it creates the keyframes in frame 1.
I'm guessing that you are animating your layers in a different frame, lets say frame 24 or something like that, but you might be forgetting to change the rotating keyframes on the bone layer. (because by default the keyframes where created on frame 1)
Make sure that the keyframes in the bone layer are on the same frame as those layers you are fixing/animating.
I'm guessing that you are animating your layers in a different frame, lets say frame 24 or something like that, but you might be forgetting to change the rotating keyframes on the bone layer. (because by default the keyframes where created on frame 1)
Make sure that the keyframes in the bone layer are on the same frame as those layers you are fixing/animating.
Re: question re: Smartbones plus timeline - Solved
Thank you for the reply. I just ran across the solution this afternoon while looking for something else.
A comment on this thread basically said what you just did, albeit rephrased somewhat.
viewtopic.php?f=13&t=24952&p=138433&hil ... da#p138451
The problem was that I wanted to extend the amount of keyframes it took for a smart bone action to complete. And when I set the keyframe for the bone layer to a different frame number (moving it from frame one to frame 24) the animation would "snap" into place.
What was needed was to go into every vector layer contained in the smart bone turn, and move all their keyframes to the proper frame number (frame 24) as well. So because I had moved the smart bone keyframe on a head turn, I had to move all of the vector layers on the head that were turning so that their keyframes matched that of the bone layer. Then it gave me back my smooth animation.
A comment on this thread basically said what you just did, albeit rephrased somewhat.
viewtopic.php?f=13&t=24952&p=138433&hil ... da#p138451
The problem was that I wanted to extend the amount of keyframes it took for a smart bone action to complete. And when I set the keyframe for the bone layer to a different frame number (moving it from frame one to frame 24) the animation would "snap" into place.
What was needed was to go into every vector layer contained in the smart bone turn, and move all their keyframes to the proper frame number (frame 24) as well. So because I had moved the smart bone keyframe on a head turn, I had to move all of the vector layers on the head that were turning so that their keyframes matched that of the bone layer. Then it gave me back my smooth animation.