Actions references ...
Posted: Mon May 21, 2007 5:30 pm
Hi!
I've been playing a little with actions and have realized one thing that until now I have not noticed.
In general terms, actions can be 1 frame duration or more.
If you create an action and all the modifications inside the the layer and its child layers are done at frame 1 (see Darthfurby's video tutorial here) then when you insert a reference to the action in the timeline, AS only inserts a keyframe (action type keyframe) With this kind of work flow your channel values smoothly changes between an action keyframe and other.
On the other hand If you make your actions using frame 2 and beyond, then when you insert an action reference in the timeline (let's say frame F), AS inserts the action keyframe at the frame F, the red bar indicating the action duration and also a extra keyframe one frame before (at F-1). That extra keyframe is just like if you insert a keyframe for the channels & objects involved in the action with the current values for the objetcs / channels at that keyframe.
This kind of behavior makes the action reference very rigid because you cannot flow smoothly between an action an other. Perhaps that's the original intention of LM when inserted this kind of extra keyframe: "the action should not affect any movement before or after the insertion of the action reference so a still keyframe should be inserted that just copy the current values for the objetcs /channels". I think it is a correct reasoning but it have strange behaviors.
For instance. Have a look to the file:
http://www.darthfurby.com/genete/Other/ ... ample.anme
The action sample only affects to one point of the circle.
If you insert the action in an empty animation it works as expected .
If you insert the animation with any keyframe (for the involved channels / objects) before or after the insertion point the behavior is odd.
In the sample file the action was inserted in the same place but one was a reference and other was a copy.
In the reference layer there is a step keyframe at frame F+1 and the behavior is not smooth.
The keyframe at frame 72 existed before the insertion of the action reference
Also there is a second issue.
You cannot modify the objects / channels that are involved in the action AT THE FRAME INSERTION POINT (in this case F). So if you want to modify slightly some values of your just referenced action (for example fix a point or have a different bone value) you cannot do it. It could make sense because it is a "reference" but is a annoying because you loose control over the 1 frame actions.
You can avoid this just selecting only one object at the action keyframe frame and erase the selected object keyframe. Then you "free" that object at that keyframe and could make your custom / specific modification.
In my opinion Actions references need a big improvement.
I've been playing a little with actions and have realized one thing that until now I have not noticed.
In general terms, actions can be 1 frame duration or more.
If you create an action and all the modifications inside the the layer and its child layers are done at frame 1 (see Darthfurby's video tutorial here) then when you insert a reference to the action in the timeline, AS only inserts a keyframe (action type keyframe) With this kind of work flow your channel values smoothly changes between an action keyframe and other.
On the other hand If you make your actions using frame 2 and beyond, then when you insert an action reference in the timeline (let's say frame F), AS inserts the action keyframe at the frame F, the red bar indicating the action duration and also a extra keyframe one frame before (at F-1). That extra keyframe is just like if you insert a keyframe for the channels & objects involved in the action with the current values for the objetcs / channels at that keyframe.
This kind of behavior makes the action reference very rigid because you cannot flow smoothly between an action an other. Perhaps that's the original intention of LM when inserted this kind of extra keyframe: "the action should not affect any movement before or after the insertion of the action reference so a still keyframe should be inserted that just copy the current values for the objetcs /channels". I think it is a correct reasoning but it have strange behaviors.
For instance. Have a look to the file:
http://www.darthfurby.com/genete/Other/ ... ample.anme
The action sample only affects to one point of the circle.
If you insert the action in an empty animation it works as expected .
If you insert the animation with any keyframe (for the involved channels / objects) before or after the insertion point the behavior is odd.
In the sample file the action was inserted in the same place but one was a reference and other was a copy.
In the reference layer there is a step keyframe at frame F+1 and the behavior is not smooth.
The keyframe at frame 72 existed before the insertion of the action reference
Also there is a second issue.
You cannot modify the objects / channels that are involved in the action AT THE FRAME INSERTION POINT (in this case F). So if you want to modify slightly some values of your just referenced action (for example fix a point or have a different bone value) you cannot do it. It could make sense because it is a "reference" but is a annoying because you loose control over the 1 frame actions.
You can avoid this just selecting only one object at the action keyframe frame and erase the selected object keyframe. Then you "free" that object at that keyframe and could make your custom / specific modification.
In my opinion Actions references need a big improvement.