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3rdDimension
03-10-2003, 02:33 AM
Can anyone recommend any tips or tricks for setting up moving holds on the timeline. It dosen't matter what software package you use. I just would like to know some ways of setting up your keys on the timeline to achieve a moving hold. Thanks!:D

3rdDimension
03-10-2003, 07:00 AM
I hope I'm not asking a silly question or anything.....:shame:

Rudity
03-10-2003, 08:20 AM
This is how I do alternating holds (maya)
Set a key, move the charcter into its new position.
Set another key, go back to the first key, then middle (desired frames) after second key, then key again, now you got something you can cycle,
cycle it, then bake it for as long as you want the hold to take place.(make sure "sample by" is bigger than the number of frames you are baking so it doesn't add keys)
turn off cycle.
then just tweak the peaks in the graph editor to get it slowing, or speeding up, or moving slowly further away etc.

Does this help?

Did I even answer your question?
Uh oh now ive confused myself. :eek:

Later
Rudity

chepe297
03-10-2003, 08:42 AM
Hi There...

I too hope that I am not asking a silly question or anything... but... What is a "Moving Hold"?

Thanks all. :scream:

Rudity
03-10-2003, 09:30 AM
Ooooo a moving hold.

http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/principles/lasseter_s94.htm#moving%20holds

I keep the pose moving by tweaking curves, and blinks.
Jiggle works well too.

3rdDimension
03-10-2003, 04:28 PM
Thanks alot!! I'll try this out and let you know how it turned out. I also have to read up a little more on baking keys.

chepe297
03-12-2003, 10:10 PM
Ahhh... I get it. Thanks for the link Rudity. :beer:

ronny
03-13-2003, 07:55 AM
for the longest time i tried to come up with a system that was quick and efficient for creating nice moving holds by tweaking curves in certain ways because it was so tempting to try to find ways for the computer to do the work for you! well, 10000 horrible animations later, i discovered that the best thing to do is to just do what looks right. in most cases, i think the key is OVERLAPPING ACTION. Things should move sequentially. Since nothing hits a pose at the same time, there should be no problem in creating moving holds because there will always be something either settling into the pose, or leading the character out of it. If you have a really long hold and want the character to stay almost completely still, try tweaking curves to get pixellation.

ronny

eek
03-19-2003, 02:11 PM
Its about action and reaction, where's the thought process coming from? and where's it going to? As ronny points out, its about keeping your character alive, e.g say it points at something, overlapping will happen but you character might slow down and ponder? anticipate look around, think. Moving holds keep him alive when these spaces happen. He'll never be in constant overlap as things settle, its the timing and the spacing, that keep it alive and the moving holds fill these gaps.

eek

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