Switch Layers: Animation CP Anomalies

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GraphicAnime
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Switch Layers: Animation CP Anomalies

Post by GraphicAnime »

I'm creating a Head turn using switch layers. I have Interpolate Sub -Layers on.
When I tested the animation. There is a CP that moves around where it not suppose to and then jumps back into position. I tried to see if I could fix it in the tweening, but I was unable. In the two layers I had to add CP points, but I made sure they both had equal number of points in the drawing.
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mkelley
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Post by mkelley »

While it's conceivable to add points to interpolated layers in actual practice this turns out to be extremely iffy, due to the problems you note. When doing the interpolation the program numbers the vertices and attempts to match them up and thus simply having them in the same relative position in space won't insure they will morph properly.

As always, the only way to make sure this works is to dupe the layer and then alter the vertices in the dupe.
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synthsin75
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Post by synthsin75 »

Mike has you squared away, but I'm wondering...What is a CP? Is that terminology borrowed from another app?

Vector points are numbered internally in the order they are created, so if you were very careful to add points in the same order, the interpolation would still work. If MC ever adds the ability to rename point IDs by script we might be able to ease this trouble a bit. Until then, just be really careful.

:wink:
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mkelley
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Post by mkelley »

I assume he means Control Points -- not sure where I've seen this terminology before but it resonated in my mind so perhaps he comes from a 3D background.
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heyvern
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Post by heyvern »

"CP" for me anyway, comes from Animation Master.

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Points are "ordered" by the order of creation. If you have a shape where each point was added in "order" one at time and then you add a point between two points that new point will not be "in order". It will be the last point in the layers internal point list since it was created last.

The ONLY way to add points correctly to switch layers is to do it VERY VERY carefully. You have to add the exact point in the exact same spot on each layer one at a time. Find the spot where the new point goes on one layer. Make sure you add that new point exactly between the same two corresponding points on all the other layers.

You can add mulitple points this way but it's easier to do one at a time with a complex morphing mesh.

If you add points on a frame OTHER THAN FRAME 0 you will now have a key for the point on the switch. Make sure you add points on frame 0 or if you don't you remove keys for any newly created points.

You can "see" more easily where to add a new point if you select one of the switch layers and move the time line to the frame just before the interpolation "switches" to the next layer. This will show you how the points have moved from one layer to the next. You can then select points, leave them selected, as a "marker" for frame 0 to see where to add a new point.

Uh... as you can see from this explanation it is MUCH easier to just not add points after creating the switch layers.

-vern
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heyvern
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Post by heyvern »

Here's something I wrote quite a while ago on how I use a separate vector layer to create switch layers and keeping my original single layer with switches as keys intact for very quick and easy changes and then creating new replacement switch layers.

The relevant part is towards the bottom of the first post talking about interpolated switch layers.

viewtopic.php?t=6906

-vern
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