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ACFred
03-03-2009, 10:32 PM
Hey there.

I've written a batch script that takes some of our game anims and spits them out onto boxes that we then save out to scenes containing only the baked out boxes.

The problem I'm having is on the FK controls that only have rotation on them.
When I apply this chunk of code, IK transfers perfectly -- pos & rot -- but FK controls seem to lag behind 1 frame. No joke. I've matched it up and FK controls are keyed one frame behind everything else.

Anybody have some sage advice on how to get baked out keys to be accurately applied?

Thanks,

Alec


proxy = point cross:false box:true name:("PROXY_" + mappedObj)
for animTime in animStart to animEnd do
(
with animate on
(
at time animTime
(
proxy.transform = bipObj.transform
)
)
)

Insanto
03-03-2009, 11:15 PM
hmm

try to replace the at time construct with

sliderTime <Integer> (wich sets the time to the current itteration of the time loop)

if that doesn't work you could just take the index-1

ACFred
03-04-2009, 02:03 AM
Huh. As it turns out, it's not exactly a 1-frame lag. I think the math is getting screwed up somewhere, or I'm applying the values incorrectly. Since I'm just trying to got transform-to-transform, you'd think that'd be a full-proof method to get the data transferred.

I've tried copying the source transform to a variable at frame-1 and then reapplying it at frame, as well as replacing "at time" with sliderTime, but no go.

There are a few other ways to apply rotation values, so I'm going to give that a go.

Thanks,
Alec

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