View Full Version : Reversing animation accurately
dbarc 06-22-2005, 08:55 AM I have an animation, already rendered, to which I want to add some biped action.
Trouble is, the animation has been reversed (post-render) so I need to reverse the scene camera movement 100% accurately in order to place bipeds in the scene.
I've tried grabbing the keys and scaling -100% but though key frames match up, the frames in between don't.
Any ideas how to do this? I don't really want to animate all the bipeds backwards!
Thanks for your help.
Dan
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Rockin
06-22-2005, 12:45 PM
Hi,
couldn't you make your animation naturally, and then reverse it in post?
..or maybe I didn't understand the situation:)
dbarc
06-22-2005, 12:52 PM
The animation has already been reversed in post. Because I have hours to add in the bipeds I need someway to reverse the scene camera so I can put in the bipeds, render with the reversed camera and then comp into the reversed animation. Words fail me as usual but does that make any more sense!?
brzilian
06-22-2005, 01:49 PM
The animation has already been reversed in post. Because I have hours to add in the bipeds I need someway to reverse the scene camera so I can put in the bipeds, render with the reversed camera and then comp into the reversed animation. Words fail me as usual but does that make any more sense!?
Why not take the animation back to whatever NLE/post tool reversed it in the first place and un-reverse it?
dbarc
06-22-2005, 02:15 PM
Why not take the animation back to whatever NLE/post tool reversed it in the first place and un-reverse it?
Basically after the animation was rendered, it was decided it looked better reversed. I haven't got enough time to re-render the whole animation, just to comp in some bipeds.
Of course I could have them all walk backwards in the original scene so when I reverse their frames they fit in to the rendered footage the right way round but it would be much better to precisely reverse the camera on the timeline, animate the bipeds then drop the rendered footage of the bipeds directly onto the animation.
Dan
tought question (and task... :))
if just reversing keys did not worked (have you tryed with dope sheet AND track viewer?), you can try two possible workarounds, but i dont know if they are gonna work:
1) have a keyframe for every single frame of the animated camera, and reverse everyone. (you said keyframes stay in the right place, right?). in the motion panel, under trajectories, may have something to do this.
2) in the same motion panel, convert your trajectorie to a spline, then convert the spline into a new trajectorie. i donīt remember exactly how to choose the starting point from the spline to be the starting frame of the animated object, but i think there is. you MAY need to have the exact number of samples in the spline as you have in frames (0-50 frames would have 51 samples, for example).
good luck!!
eks
dbarc
06-25-2005, 09:24 AM
For reasons I still can't work out, the reverse WAS working, just delayed 5 frames after the first 2 keyframes (which time-matched perfectly) Don't ask me why.
Thanks for your tips anyway.
Dan
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06-25-2005, 09:24 AM
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