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Lance22
10-17-2003, 03:17 AM
Im not getting realtime movement when I move my character...What happens is I move him and only the rig moves and then the body will snap to the location that I moved to.

Its bareable, but it was wasy easier before and its never done this before. Ive looked at all my settings and I can't find any options to fix this, I thought it might be fast interaction, but that isn't doing anything.

any ideas?

edit:::
Scrubbing the timeslider doesn't give me any feedback either...

Lance22
10-21-2003, 05:59 AM
anyone?

uncle_buck
10-21-2003, 06:04 AM
try deleting the history on some of your objects maybe?

Although this might create some problems.

ryang
10-21-2003, 08:27 PM
It sounds like issues related to dynamics,...How is the geometry bound and are you using softbody dynamics or something? I'm probably way off.

Lance22
10-21-2003, 09:20 PM
well actually its the guy from this thread..
http://www.cgtalk.com/showthread.php?s=&threadid=72984

I should have put more information but I was running late getting ready to leave for the weekend.

The first time I loaded him up, all was well, i could scrub the time slider and everything.. then a few hours later, i loaded him up again and he didn't feel like moving for me.

Other models work just fine, but id just like to know whats up with this, because i know its happened to other people too and it would be nice to know how to correct this issue if it comes up in the future.

dmcgrath
10-21-2003, 09:33 PM
Try going into the Outliner and turning off the Sub_D cage. Then you can animate just with the poly object displaying. I noticed that the Sub_D is really slow on this model. But I'm sure it looks better when you render it.

Lance22
10-22-2003, 03:57 AM
yah, im already doing that, its not the performance of my machine at all, its just that im not getting real time feed back, and scrubbing the time slider doesn't show me whats happening, thanks for the ideas thus far though

Lance22
10-22-2003, 09:27 PM
I figured it out.. My dependency graph evaluation was set to refresh on release. :blush: Well now i know. :)

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