sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

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Posted

I found as I was doing Exercise #5, having the rabbit walk on a path, that as I was making the walk cycle, his feet kept sinking below the ground line. I know this is because A:M defaults to using a curved, flowy arc between keyframes instead of the most direct route. Usually this is fine.

 

How do I turn this off so I don't have to key every frame to keep my foot on the ground? :blink:

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  • Admin
Posted
How do I turn this off so I don't have to key every frame to keep my foot on the ground?

 

There is no turning off per se.

You'll want to open up your channel editor (or timeline if you prefer) from there you'll be able to select your channels for feet animation and change the bias interpolation to linear, hold, zero slope or whatever you prefer for your animation. For simple animation you may find that just peaking those channels works fine.

Posted

Select the points of the curve that you want to change, and right-click their bounding box. Change their Interpolation Method from "Spline" to "Zero Slope."

  • Hash Fellow
Posted

 

Time Based Drivers - From the Online Technical Reference

 

 

That's a good one.

 

BTW I'll just note that there seems to be an error in the screen grabs for the bouncing balls. They are identical when they should not be. The second one looks about right; the first one probably should be a bit less broad at the top.

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