View Full Version : How to 'reset' animation?
jonwalker 03-13-2005, 08:05 PM Hey All,
After creating my character in setup and playing with it in Animate I'd like to start the animation from scratch, that is reset all the bones back to their default positions (as shown in Setup). I've tried the Reset Channel, Position, All buttons, while they seem to move them around they aren't reset.
How can I reset the bone positions?
Regards, Jon
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ljilekor
03-13-2005, 10:17 PM
Select(or group) all the objects you need to reset.
Edit 'Selected Objects' (or group) with 'all channels'
Set graph to 'Range'
Enter 'Dopesheet Mode'
Select the range you want to delete.
Right click 'delete'
Go to 'frame 0'
Enter 'SetupMode'
Set key for selected objects(group) all channels
Go back to 'Animate'
All Selected objects(group) are reset.
Maybe there's a shorted way?
Now that I'm writing it down... :eek: Guess a 'magic button' would be appropriate?
jonwalker,
check out the motlib_SetupToCurrent script: select all the objects that you want to reset, press F5 and double click on motlib_SetupToCurrent (it has this icon with the left arrow).
I don't see what the problem with the reset button is though - it should work, but you'd have to do this on every object, while the SetupToCurrent script does it on all selected objects at once.
JoeCosman
03-14-2005, 04:49 PM
or... you can set range
highlight root null of your char
select heirarchy in the dopemaster
shift-delete button to delete range.
Go into setup
create key for heirarchy at frame 0
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03-14-2005, 04:49 PM
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