action bug?
Moderators: Víctor Paredes, Belgarath, slowtiger
action bug?
Hi! I have an action problem. In the actions tutorial if I insert an action in the main-timeline (say "squat") and I animate the bones that are not afected by the action (like the heands) it works just fine regardless of the action. If i try to do this with a caracter of my own it doesn't work. For example, I have a walk action using the legs. When I insert this action in the main timeline and I try to animate the other bones they snap and their position cannot be changed over the first frame of the action even though they should not be afected by the action itself. So what can I do?
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problem fixed
Here what I was trying to do. I was doing a cycle within the action and, of course, the last keyframe of the action was copied from the first one. This made every bone in the first keyframe (and the last) fixed to that position even though I didn't touch them. When you copy a keyframe you copy the position of all the bones, not just the ones you moved. But I found a way around this. I still copy the first keyframe in order to do the cycle, but next to the last frame I click on the bones I'm interested in (thus creating a keyframe for those bones only) and erase the copyed keayframe. I hope it makes sense to you, the important thing is that the problem is solved and Moho works just fine... thanks!
I have been getting a similar bug with points in actions.
Actions are keyframing ALL points in a layer so that back in the main timeline 'layered' actions are not possible, especially when cycles are concerned.
This means tat actions are obsolete now for many tasks except for using blend morphs (which has a buggy gooey)
That combined with the fact actions are sensitive to lua warning freakouts and it's odd group action behaviour has made actions almost unusable from bug-outs.
Actions are keyframing ALL points in a layer so that back in the main timeline 'layered' actions are not possible, especially when cycles are concerned.
This means tat actions are obsolete now for many tasks except for using blend morphs (which has a buggy gooey)
That combined with the fact actions are sensitive to lua warning freakouts and it's odd group action behaviour has made actions almost unusable from bug-outs.