View Full Version : Converting keyframes to driven keys
Falling Man 06-02-2004, 10:38 PM Does anyone know of a good reliable way to take a set of keyframes and make them driven by another attribute? The situation is thus: I started with everything running with dynamics, then baked the whole simulation to keyframes and did a bit more tweaking. Now what I'd like to do is control the timing of the whole animation through another attribute. So I can adjust when it starts and ends and the speed it moves at, etc. without needing to tweak all the keyframes at once. I've tried copying and pasting the keys from the normal animation into a driven animation, but it doesn't deal well with a lot of objects at once (I've got 30-40 pieces in all, and it can't seem to keep the channels straight). I'm thinking of using the trax editor as a next-best thing, but the time warp just doesn't seem very intuitive. Any shortcuts (or anything that works, for that matter)?
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misterdi
06-03-2004, 03:53 AM
Try ajrTimeWarp.mel in highend3D, basically it will insert another animCurveTT before your existing animCurve, so you can map system time to your own timing.
As far as I remember, the script allow you to work will all object in the scene or selected object only.
Maybe you should check also Titan2, a plug-ins also in highend3D.
gaggle
06-03-2004, 08:30 AM
I can't think of an easier way of doing that, than using the Trax editor.. it would be the "proper" way too, I think. What you're looking for sounds a lot like what Non-Linear-Animation is designed to do. I liked the time-curve concept personally, maybe by investing more time into it, it'll start feeling more intuitive?
You might need to make a character out of the animated objects btw? By adding all of the animated channels into a single character node. I don't remember if the Trax editor requires that or not.
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