<div dir="ltr">True!!! I heard last Maya have animation layers now... and every Maya users said WOW ... and I was thinking: is it already on Blender, right? 'Cause I can do a main action, and mix with anothers on NLA, that means the main action will not change, it will keep the original, like animation layers, right? I am only Blender user, but i think "It's the same, but different" ;)<br>
<br>Cheers<br><br><br><div class="gmail_quote">2008/10/16 Juan Pablo Solís <span dir="ltr"><<a href="mailto:juanpsolis@hotmail.com">juanpsolis@hotmail.com</a>></span><br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
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COOL!! That´s great, i´m going to study NLA editor Thanx!!<br><br><div><font color="#990000" face="Lucida Handwriting, Cursive"><i><b>
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<hr><br><br>> Date: Thu, 16 Oct 2008 13:07:51 -0700<br>> From: <a href="mailto:theeth@yahoo.com" target="_blank">theeth@yahoo.com</a><div><div></div><div class="Wj3C7c"><br>> To: <a href="mailto:bf-funboard@blender.org" target="_blank">bf-funboard@blender.org</a><br>
> Subject: Re: [Bf-funboard] AnimationLayers and Simplifying Nodes<br>> <br>> That's what the NLA editor is for.<br>> <br>> Make different action blocks for your running, jump, etc sequences, then lay them out in the NLA, there you can retime them, scale them in time, repeat them, ...<br>
> <br>> Martin<br>> <br>> <br>> --- On Thu, 10/16/08, Juan Pablo Solís <<a href="mailto:juanpsolis@hotmail.com" target="_blank">juanpsolis@hotmail.com</a>> wrote:<br>> <br>> > From: Juan Pablo Solís <<a href="mailto:juanpsolis@hotmail.com" target="_blank">juanpsolis@hotmail.com</a>><br>
> > Subject: Re: [Bf-funboard] AnimationLayers and Simplifying Nodes<br>> > To: <a href="mailto:bf-funboard@blender.org" target="_blank">bf-funboard@blender.org</a><br>> > Date: Thursday, October 16, 2008, 3:52 PM<br>
> > I think you get the idea better than me, it would be great<br>> > if we make an animation and the client says the walk cycle<br>> > is too slow, then we make a layer including the bones and<br>> > the segment of the walkcycle and get it short to make it<br>
> > faster, and if them tell us, "mmm please put an<br>> > anticipation before the character jumps" then we make<br>> > some layers, get the walkcycle layer, and move the jump<br>> > layer (or group, or action) along the timeline, and start<br>
> > working with the anticipation movement in the middle.<br>> > Something like that, you seen to know more than me about<br>> > this, i´ve just used maya and blender for animation and<br>> > them do not have something like this, when i´ve had to<br>
> > correct animation, i´ve had to move selection frames and<br>> > then sometimes get to time them again.<br>> > <br>> > Date: Thu, 16 Oct 2008 11:36:10 -0700<br>> > From: <a href="mailto:sahngwoo@gmail.com" target="_blank">sahngwoo@gmail.com</a><br>
> > To: <a href="mailto:bf-funboard@blender.org" target="_blank">bf-funboard@blender.org</a><br>> > Subject: Re: [Bf-funboard] AnimationLayers and Simplifying<br>> > Nodes<br>> > <br>> > On Thu, Oct 16, 2008 at 10:57 AM, Juan Pablo Solís<br>
> > <<a href="mailto:juanpsolis@hotmail.com" target="_blank">juanpsolis@hotmail.com</a>> wrote:<br>> > <br>> > <br>> > <br>> > <br>> > <br>> > well i think that the addition functionality could be that<br>
> > them are gouped<br>> > I think I know what you're talking about. It seems to<br>> > me the question breaks down in to two parts.<br>> > <br>> > First is the ability to, as you say, stretch or shrink a<br>
> > selection of keyframes so the range of time they take up is<br>> > longer/shorter then the original timing of the keyframes. I<br>> > think this is already possible in the action editor. Select<br>
> > a bunch of keyframes then scale it using "s". The<br>> > current frame serves as the center of this scaling so<br>> > you'll want to make sure your current frame is the frame<br>> > you want to scale from.<br>
> > <br>> > The second part is the part about grouping different tracks<br>> > together inside the action editor. I suppose this could be<br>> > helpful if you have a model with hundreds of bones which you<br>
> > need to organize. For instance, say you can have groups for<br>> > the arm, leg, face, etc.<br>> > <br>> > But I have a feeling this is not what you're looking<br>> > for. I think what you're looking for is an "onion<br>
> > skinning" like system similar to what's available<br>> > with Character Studio in 3DS Max. But this is actually<br>> > layering and blending of discreet animations clips on top of<br>> > each other, kind of like an editor for actions which are<br>
> > layered on top of other actions which may or may not share<br>> > keyframes for same set of bones. That is to say, a<br>> > "group of tracks" inside the action editor<br>> > wouldn't be able have one bone belong to more then one<br>
> > group where as an "action layering system" would<br>> > have keyframes for a bone in "action 01" which<br>> > blends/overrides with keyframes for the same bone in<br>> > "action 02".<br>
> > <br>> > As far as I know this kind of functionality is not<br>> > available in Blender yet.(Someone please correct me if they<br>> > knows this to be incorrect because I would love to know. :D)<br>
> > This kind of functionality would certainly be a useful one<br>> > but it's probably a pretty involved project if someone<br>> > wanted to tackle it.<br>> > <br>> > phong.<br>> > <br>
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<br></blockquote></div><br><br clear="all"><br>-- <br><br>Moraes Junior - aka mangojambo<br>3D Artist Animator<br>
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