View Full Version : adding to animation / offsetting
steveblake 08-29-2003, 11:16 AM Say I have an object that has animation on a Rotate Y channel for example, how can I numerically offset the whole channel by say 45 degrees?
I've tried selecting Rotate Y in the channel box and using the Relative Numeric input field, but it keeps defaulting to Rotate X, and I using it the wrong way?
I'm stuck!
:shrug:
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misterdi
08-29-2003, 12:47 PM
Let see, you select from your channel box rotateY, and put value 45 in Relative Numeric field, it will add rotateX + 45 degrees not the rotateY isn't it.
Why don't you try to put "0 45 0" in that field and see what is happening.
Best regards,
misterdi
08-29-2003, 12:50 PM
BTW: if you want to offset the whole rotateY animation by 45 degrees, isn't it easier using the graph editor.
Select all your keyframe on rotateY curve, and put +=45 in the value box, all keyframe on that curve should get increased in value 45.
Best regards,
steveblake
08-29-2003, 02:01 PM
great, worked a treat!
- many thanks...
:)
misterdi
08-29-2003, 02:16 PM
What happened is, when you select rotateY in channel box, one information pass to Maya is you switching context to rotate context (you could see the manipulator change to rotate manipulator). But since rotation is a vector, when you type in on the Relative Numeric field you need to type in 3 value, which is x, y, and z. That is why, when you type in 45 only it will pass the 45 to first component of vector which is rotate.x. When you type in 0 45 0, it will pass 0 to x, 45 to y, 0 to z.
Glad that helps you.
Best regards,
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