Graph edit: selected point motion, not all points?!

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funksmaname
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Graph edit: selected point motion, not all points?!

Post by funksmaname »

Why is it that there is no 'point motion' line int he graph mode?!
You can only edit the interpolation of point movement on a per point basis, not for an entire object, in the graph mode (I know you can with translation layer, but that is something different)

There is no way it seems to edit the animation graph of a shape 'morph' - if you select more than one point, the graph for selected points dissapears...?!

Also i've noticed a bug that you have to click a layer on and off in the graph mode to show its keyframes :S?

ALSO the selected point has 2 lines (one for X and one for Y) but you cant tell them appart!? same with the 3 lines for translation - you cant tell whats what till you tweak it...??

I think the whole graph system needs an overhaul!
Genete
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Post by Genete »

Err.. If you have more than one point moving at the same time ant select them together you cannot see the keyframes. Same happen when you select more than one bone. The keyframes in graph mode cannot represent both (or more) points or bones at the same time... remember that different objects can have different interpolation modes every time and different values.

Regarding to the clicks on the channels to show the keyframes this is the way it works:

One click toggle the channel on and off to show the graph line only
Double click on the channel toggles it to show the keyframes. If other one is showing the keyframes it is changed to graph line only.

From the built in help:
The main body of the timeline is now a graph, showing the value of the animation channels as curves. The horizontal dimension represents time in frames (just as in the regular timeline mode), and the vertical dimension represents the value of the animation channels. If all animation channels were displayed at once, the graph would become too cluttered to be useful, so it's up to you which channels to display at any given time. To turn the display of a channel on and off, click its icon on the left side of the timeline. Channels that are turned on become highlighted in the color of their respective curves in the graph - in the above example, two channels are turned on: Layer Scale and Layer Z Rotation.

To further reduce clutter, only one channel can be active in editing mode at a time. The active channel's icon on the left is outlined to indicate this - here the Layer Z Rotation channel is active. Double-click a channel icon to activate it. The active channel is the only one that has its keyframes displayed in the graph - the keyframes look the same as in regular mode.
-G
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funksmaname
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Post by funksmaname »

ok thanks,
but i still think its odd that there is no 'black' points icon, like there is in the nomral timeline...? you can change the interpolation of all points on the main timline, so why cant you do the same in the graph?

With bones this is probably less of an issue, as they control many points, but to change interpolation point by point doesnt seem right?
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heyvern
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Post by heyvern »

I use several applications that have graph editors.

NONE of them allow you to edit "groups" of graph points. You can globally edit the basic interpolation, like linear, slope, hold, etc. but the curves aren't "ganged up" into one curve.

As Genete has pointed out, this is the very nature of a graph editor. To edit individual points of each motion separately, each thing changed would have a different curve in the editor... there wouldn't be a way to "combine" them into one editable curve. It doesn't matter if it's a bone or a point.

However it would be nice to be able to at least SEE all the graph curves of multiple points at the same time... it can however get EXTREMELY confusing to look at.

Be careful what you wish for. With a sophisticated graph editor it opens up a whole new level of endless choices for tweaking minute details. ;)


-vern
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funksmaname
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Post by funksmaname »

ok ok i'll let it lie... maybe i'm confusing things... but in flash, i often edit the interpolation of an entire object, but i guess thats like using the translation channel in AS... but then i hardly ever use the translation channel at all (maybe coz i'm still a n00b)... *hufff*

Anyway, there are way more important things to think about... it just occured to me as odd when, really, it probably isnt...
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heyvern
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Post by heyvern »

Yes,

In Flash if you are adjusting the path or movement of a single object then it would only have one graph curve to edit.

If you had multiple objects selected and they weren't grouped... then the same situation as in AS.

In Flash you could group the objects together edit one motion curve since it is now one object. I don't know what would happen if you ungrouped it though.

So think of each of those points of a mesh in AS as one object. They would each have a line in the graph editor.

If you want to move the whole shape and control the graph editor curves, you would use either one BONE bound to those points or you would use the LAYER translation. Either of those would have only one curve in the graph editor.

This makes sense since moving all the points it would be easier to move one thing, then a bunch of things... and you could STILL go in and move individual points on top of that motion.

Like moving movie clips inside movie clips in Flash.

-vern
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funksmaname
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Post by funksmaname »

yeah youre right...

now, i (think) i read you say in another post, that you do as much movement, rotation and scale stuff as you can on the channel translations, not by point selection - is there a 'rule of thumb' regarding when/how/where to use one over the other? i seem to be translating points all the time and hardly touching the layer translation (although i've not done many walks, i did use layer translation on my ball bounce and that came in quite handy - except them when i wanted to translate it sideways and i'd already done the easing by adding extra keys which made it impossible to shift...) I guess at that point you should put the layer under a group/bone or switch layer and translat THAT sideways? Ai carumba my brain hurts. :)
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heyvern
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Post by heyvern »

I don't think there is a rule of thumb.

I do the same thing, all point or bone motion as much as possible. The only time I animate the layer is when I feel that is the easiest and best way to handle it. Sometimes I use layer translation/rotation just to do a simple tweak that otherwise would involve a lot of messing with bunches of key frames.

Panning back grounds would definitely be a layer translation.

Animating layer depth can ONLY be done with layer translation.

It depends on each person I think.

-vern
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