[Bf-funboard] AnimationLayers and Simplifying Nodes

Martin Poirier theeth at yahoo.com
Thu Oct 16 22:07:51 CEST 2008


That's what the NLA editor is for.

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, ...

Martin


--- On Thu, 10/16/08, Juan Pablo Solís <juanpsolis at hotmail.com> wrote:

> From: Juan Pablo Solís <juanpsolis at hotmail.com>
> Subject: Re: [Bf-funboard] AnimationLayers and Simplifying Nodes
> To: bf-funboard at blender.org
> Date: Thursday, October 16, 2008, 3:52 PM
> I think you get the idea better than me, it would be great
> if we make an animation and the client says the walk cycle
> is too slow, then we make a layer including the bones and
> the segment of the walkcycle and get it short to make it
> faster, and if them tell us, "mmm please put an
> anticipation before the character jumps" then we make
> some layers, get the walkcycle layer, and move the jump
> layer (or group, or action) along the timeline, and start
> working with the anticipation movement in the middle.
> Something like that, you seen to know more than me about
> this, i´ve just used maya and blender for animation and
> them do not have something like this, when i´ve had to
> correct animation, i´ve had to move selection frames and
> then sometimes get to time them again.
> 
> Date: Thu, 16 Oct 2008 11:36:10 -0700
> From: sahngwoo at gmail.com
> To: bf-funboard at blender.org
> Subject: Re: [Bf-funboard] AnimationLayers and Simplifying
> Nodes
> 
> On Thu, Oct 16, 2008 at 10:57 AM, Juan Pablo Solís
> <juanpsolis at hotmail.com> wrote:
> 
> 
> 
> 
> 
> well i think that the addition functionality could be that
> them are gouped
> I think I know what you're talking about.  It seems to
> me the question breaks down in to two parts.
> 
> First is the ability to, as you say, stretch or shrink a
> selection of keyframes so the range of time they take up is
> longer/shorter then the original timing of the keyframes.  I
> think this is already possible in the action editor.  Select
> a bunch of keyframes then scale it using "s".  The
> current frame serves as the center of this scaling so
> you'll want to make sure your current frame is the frame
> you want to scale from.
> 
> The second part is the part about grouping different tracks
> together inside the action editor.  I suppose this could be
> helpful if you have a model with hundreds of bones which you
> need to organize.  For instance, say you can have groups for
> the arm, leg, face, etc.
> 
> But I have a feeling this is not what you're looking
> for.  I think what you're looking for is an "onion
> skinning" like system similar to what's available
> with Character Studio in 3DS Max.  But this is actually
> layering and blending of discreet animations clips on top of
> each other, kind of like an editor for actions which are
> layered on top of other actions which may or may not share
> keyframes for same set of bones.  That is to say, a
> "group of tracks" inside the action editor
> wouldn't be able have one bone belong to more then one
> group where as an "action layering system" would
> have keyframes for a bone in "action 01" which
> blends/overrides with keyframes for the same bone in
> "action 02".
> 
> As far as I know this kind of functionality is not
> available in Blender yet.(Someone please correct me if they
> knows this to be incorrect because I would love to know. :D)
>  This kind of functionality would certainly be a useful one
> but it's probably a pretty involved project if someone
> wanted to tackle it.
> 
> phong.
> 
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