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AlexK
05-24-2004, 09:30 AM
Hey guys!

I have a big problem. I made this rig and everything seemed fine to me till right now. I had it quite finished and always tested out my deformations at time 0. You know rotate the arm a bit. See how it behaves. Go to setup, change something, go back to animate. Rotate it a bit.

Now that it is nearly finished (or so I thought) I wanted to do a little test animation, but as soon as I go to another time then 0 my skeleton moves without animation keys and completely goes nuts!

I don't know what to do, or what I have done wrong. The expressions don't seems to be responsible, but what then?

Can anyone please help me?

Messiah project of my problem rig (http://www.babylondreams.de/transferstuff/messiah/weirdDeform.mpj)

Freebooter
05-24-2004, 09:49 AM
You've got keys on frames 5 and 11. Select everything, delete the keys from those frames and it works.

N

AlexK
05-24-2004, 09:53 AM
Forget it!
Found the problem! There where still keys on some objects.

How do I see these? I already selected everything in the Item List and then went to the dope sheet. There I deleted everything that was floating around, but obviously I missed something. The keys just showed up in the graph when I had the object selected. And I was then unable to delete the key with "del", I had to press the "Delete" button at the bottom of the Graph Editor.

Any insights on how to "edit keys effectively"? For me it is quite a mess right now.

AlexK
05-24-2004, 09:55 AM
Thx Freebooter!

Found out myself just now ;)

Freebooter
05-24-2004, 09:57 AM
Intreresting rig, dude.

If I may make a suggestion...

Drop some nulls in there and hook them up (via expressions) as controllers. Group them all together at the bottom of the list. Then set your armatures up so that they click select the nulls, and use the nulls to control the rig.

I find this way better for a lot of reasons: Firstly, you are not limited to the single axis rotation of the armature handle. Seondly, and quite importantly, it is very very easy to make and use clips when the animation controlset is seperated in this way from the skeleton itself. Thirdly, you get an editsphere this way and it is quite a lot easier to access the timeline.

Yrs,

Nic

Freebooter
05-24-2004, 10:01 AM
Just looking at the rig again, and I think you really want those controller nulls, as it is, you have to search through the setup to find the animated controllers. On the animated controlset, open up channels in the list and click in the list under the vis-column. A little link sign will show up, which means you can edit those channels concurrently in the timeline.

N

AlexK
05-24-2004, 10:05 AM
I'll try that thx.

chikega
05-24-2004, 08:57 PM
Originally posted by MarvinTMartian
And I was then unable to delete the key with "del", I had to press the "Delete" button at the bottom of the Graph Editor.
Any insights on how to "edit keys effectively"? For me it is quite a mess right now.

Looks like the Autorig. You can double click on some of the Armature controls and even more controls will show up - sweet!

Also remember that the "Delete" button allows you two different functions depending on whether you use the LMB or RMB.

LMB: Delete channel key
RMB: Delete entire key

;)

AlexK
05-25-2004, 08:34 AM
Is "Looks like AutoRig" a good or a bad thing? ;)

Thanks Chikega for this Delete Key tip.

chikega
05-25-2004, 10:54 PM
"Looks like Autorig" is a good thing. If you decided to save time and use Ron Griswold's Autorig - then you're smart for not going through the trouble of trying to re-invent the wheel and saving yourself time. But if you created this rig on your own - then my hat goes off to you for being on the same level as Ron Griswold. :)

lmilton
05-25-2004, 11:26 PM
Originally posted by chikega
"Looks like Autorig" is a good thing. If you decided to save time and use Ron Griswold's Autorig - then you're smart for not going through the trouble of trying to re-invent the wheel and saving yourself time. But if you created this rig on your own - then my hat goes off to you for being on the same level as Ron Griswold. :)

I took a second to check out the scene, too. If this is from scratch, I'd have to concur that it ranks amoung the best examples of using Armatures for character rigs.

Nice work:thumbsup:

-lyle

LoScuro
05-26-2004, 10:53 AM
Originally posted by chikega
Also remember that the "Delete" button allows you two different functions depending on whether you use the LMB or RMB.

LMB: Delete channel key
RMB: Delete entire key

;)

Thanks Chikega for this useful tip!!!

:bowdown:

AlexK
05-27-2004, 09:30 AM
Thanks for your praises! I am really appreciating it. :D
Though I think there is still a lot to do on the rig. I am not happy at all with it right now. It is still not ready to be animated "in the flow", I think. And there are still some muscle bones and maybe some flex thingies waiting (if I am able to get them to work (see the Flex Range thread)).
I thought about posting this complete rig setup as a tutorial once I'm happy with it. We will see.

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