The keys that won't delete are caused by creating or adding points on a frame other than 0. When you create shapes or add points on a frame other than 0 those points only have 1 key frame on the frame they were created. you can't delete those keys because then there wouldn't be ANY keys.
Select those keys and copy them to frame 0, then they should delete. This problem can cause other problems possibly.
I make this mistake all the time and sit there scratching my head wondering why the keys won't delete.
----
To ensure all points are keyed, what I do before moving points on a frame is to select them all and right click on the time line for selected key motion and select "Add Key Frame".
Or you can right click on the "regular" point motion key channel and "Add key frame".
synthsin75 wrote:Sometimes you can create keyframes that have no 'base' key on frame zero. These become the 'base' and can't be deleted normally. All you need to do is copy these to frame zero. With a 'base' key at zero, you can now delete this key.
heyvern wrote:The keys that won't delete are caused by creating or adding points on a frame other than 0. When you create shapes or add points on a frame other than 0 those points only have 1 key frame on the frame they were created. you can't delete those keys because then there wouldn't be ANY keys.
Select those keys and copy them to frame 0, then they should delete. This problem can cause other problems possibly.
I make this mistake all the time and sit there scratching my head wondering why the keys won't delete.
Um, yeah. So was I, scratching my head and wondering.
With Synths comment (just before yours) I realized that a base not on zero must have been created somewhere other than zero, which you just confirmed. Thank you!
For myself, building on a frame other than zero, I can only blame it on the cat.
heyvern wrote:
----
To ensure all points are keyed, what I do before moving points on a frame is to select them all and right click on the time line for selected key motion and select "Add Key Frame".
Or you can right click on the "regular" point motion key channel and "Add key frame".
-vern
Excellent. Thanks.
If you'll pardon the pun, whats the point of keyframing highlighted points or shapes? My overdeveloped sense of order (yeah right) always has me unselecting all the points in all the layers before a final save, but is there some advantage to leaving something selected since they can be keyed?
How do I ensure all the points are keyed? By highlighting them all before adding a keyframe? Or something else...
A fast way is CTRL-A (select all points), T (select the translate point tool) and do a single click anywhere. it would produce a keyframe for all the points at the given frame.
If you'll pardon the pun, whats the point of keyframing highlighted points or shapes? My overdeveloped sense of order (yeah right) always has me unselecting all the points in all the layers before a final save, but is there some advantage to leaving something selected since they can be keyed?
No need to leave them selected. Once you've keyed them they stay keyed regardless of being selected or not.
How do I ensure all the points are keyed? By highlighting them all before adding a keyframe? Or something else...
A fast way is CTRL-A (select all points), T (select the translate point tool) and do a single click anywhere. it would produce a keyframe for all the points at the given frame.
Ooh nice!
Thank you Genete. That goes right along with my preference for shortcuts over clicks.
Another method is to copy the Point Motion key onto itself. Select the Point Motion key in the frame, and click copy and then paste in the Timeline. Of course, this only works if there is already a Point Motion key present, while not all points have a key in the Selected Point Motion channel at that particular frame.
This technique also works in other animation channels, and is especially handy if you don't want the current pose of your bone rig to be influenced by the next pose in the timeline. This may happen if you forgot to set the keys in the Selected Bone Angle channel for the bones you didn't modify. It prevents want we in this forum sometimes call "Moho flow" (unwanted bone angle interpolation between poses). You can prevent this by copying the key in the Bone Angle channel onto itself, and --as a side-effect-- set the angles of all bones for this frame as keys in the Selected Bone Angle channel.
Last edited by Rasheed on Wed Apr 16, 2008 11:35 pm, edited 1 time in total.
If you'll pardon the pun, whats the point of keyframing highlighted points or shapes? My overdeveloped sense of order (yeah right) always has me unselecting all the points in all the layers before a final save, but is there some advantage to leaving something selected since they can be keyed?
No need to leave them selected. Once you've keyed them they stay keyed regardless of being selected or not.
Ok. Good.
I was wondering why the dev team would even make selected points show on the time line in the first place (Yes I know the visibility can be turned off) so I was goofing around just now and if nothing else they provide a lightning fast way to duplicate their position across the time line just by selecting the keyframe and sliding it around.
The only disadvantage is that you cannot slide one keyframe beyond another. But even so I can already see it useful for setting the start end range of say a walk cycle in just one click.
So that leaves just one last question out of my original batch...
How can I join two separate line shapes into a closed, fillable line so that it is selectable as a single object? This goes to that bit about points not being able to be smoothed after they have been angled, since experimenting shows that the culprits are places where I welded the end point on one line object to the start point of another... Even smoothed, those points still display their line with a gap or break visible.
Rasheed wrote:Another method is to copy the Point Motion key onto itself. Select the Point Motion key in the frame, and click copy and then paste in the Timeline. Of course, this only works if there is already a Point Motion key present, while not all points have a key in the Selected Point Motion channel at that particular frame.
This technique also works in other animation channels, and is especially handy if you don't want the current pose of your bone rig to be influenced by the next pose in the timeline. This may happen if you forgot to set the keys in the Selected Bone Angle channel for the bones you didn't modify. It prevents want we in this forum sometimes call "Moho flow" (unwanted bone angle interpolation between poses). You can prevent this by copying the key in the Bone Angle channel onto itself, and --as a side-effect-- set the angles of all bones for this frame as keys in the Selected Bone Angle channel.
Ah... So basically copying a key onto itself sorta kicks the adjacent keys into recognizing the set position? I've discovered your "moho flow" already while experimenting, but I didnt think twice about setting a "starting" keyframe to hold that silly cloud still until it was time to move later on. In that ancient 3d world a came from (before bones!) placeholders like that were the only option going.
Thanks for the tip though, Rasheed. It sounds like a one step alternative to the placeholders I would have set if I were serious about the animation....
If you'll pardon the pun, whats the point of keyframing highlighted points or shapes? My overdeveloped sense of order (yeah right) always has me unselecting all the points in all the layers before a final save, but is there some advantage to leaving something selected since they can be keyed?
No need to leave them selected. Once you've keyed them they stay keyed regardless of being selected or not.
Ok. Good.
I was wondering why the dev team would even make selected points show on the time line in the first place (Yes I know the visibility can be turned off) so I was goofing around just now and if nothing else they provide a lightning fast way to duplicate their position across the time line just by selecting the keyframe and sliding it around.
The only disadvantage is that you cannot slide one keyframe beyond another. But even so I can already see it useful for setting the start end range of say a walk cycle in just one click.
So that leaves just one last question out of my original batch...
How can I join two separate line shapes into a closed, fillable line so that it is selectable as a single object? This goes to that bit about points not being able to be smoothed after they have been angled, since experimenting shows that the culprits are places where I welded the end point on one line object to the start point of another... Even smoothed, those points still display their line with a gap or break visible.
Thank you for the time...
This may be one we'll need to see an example of. If you can share the .anme file or post some screen shots we'd have a better idea of what you mean exactly.
The order in which you add and join points does matter. In the above example, in the left shape, I created a closed shape with an appendage in the wrong order. You first need to create the closed loop, and then draw the appendage, as is done in the shape on the right.
In the left shape, the intersection point is interpreted by Anime Studio as a branch point. In the other shape, the intersection point is interpreted as part of a closed shape.
If you'd deleted the appendage, by deleting the end point, in the left example, you'd be stuck with the hooked branch point. You can only fix this by deleting the edge leading to the branch point and draw a new edge to create a closed loop. Of course, you would need to redo the shape, because by deleting the edge, the shape on top of the connected points is deleted as well.
synthsin75 wrote:
No need to leave them selected. Once you've keyed them they stay keyed regardless of being selected or not.
Ok. Good.
I was wondering why the dev team would even make selected points show on the time line in the first place (Yes I know the visibility can be turned off) so I was goofing around just now and if nothing else they provide a lightning fast way to duplicate their position across the time line just by selecting the keyframe and sliding it around.
The only disadvantage is that you cannot slide one keyframe beyond another. But even so I can already see it useful for setting the start end range of say a walk cycle in just one click.
So that leaves just one last question out of my original batch...
How can I join two separate line shapes into a closed, fillable line so that it is selectable as a single object? This goes to that bit about points not being able to be smoothed after they have been angled, since experimenting shows that the culprits are places where I welded the end point on one line object to the start point of another... Even smoothed, those points still display their line with a gap or break visible.
Thank you for the time...
This may be one we'll need to see an example of. If you can share the .anme file or post some screen shots we'd have a better idea of what you mean exactly.
Fair enough.
As soon as I figure out how to attach a file I'll give you an example.
Near as I can recall, the corners were parts of two different objects welded together, so I suspect it has something to do with the line info stored in the points, from the previous object. Tried a little test before sending this and those two points joined just fine shrug.
Anyway, thanks for looking...
EDIT: Link removed because the question was answered.
Last edited by WhiteRider on Thu Apr 17, 2008 12:34 am, edited 1 time in total.
The order in which you add and join points does matter. In the above example, in the left shape, I created a closed shape with an appendage in the wrong order. You first need to create the closed loop, and then draw the appendage, as is done in the shape on the right.
In the left shape, the intersection point is interpreted by Anime Studio as a branch point. In the other shape, the intersection point is interpreted as part of a closed shape.
If you'd deleted the appendage, by deleting the end point, in the left example, you'd be stuck with the hooked branch point. You can only fix this by deleting the edge leading to the branch point and draw a new edge to create a closed loop. Of course, you would need to redo the shape, because by deleting the edge, the shape on top of the connected points is deleted as well.
Ah! Thank you!
I did run into something like that, and did discover that I had to delete the leading edge, as you say. But I'll bet anything that the points in the sample which do not join are exactly as you described.
And since I was a good lad and pre-made styles to use as fills, deleting the fill is not a problem.