El-manchego Posted July 22, 2008 Posted July 22, 2008 I set up a character (Eddie) to look like he is swimming under water by kicking his feet. I have three frames setup so that his feet look like they would be constantly moving. Eddie lives in a workd that is about 12 seconds long. The three keys I made for his feet kicking is about 24 frames long. Any suggestions to sorta "copy and Paste" the 3 keyframes to the animation line for the full 12 seconds? I'm only on TAOA:M lesson 6 and don't remember coming across this. Thanks all. SMC Quote
NancyGormezano Posted July 22, 2008 Posted July 22, 2008 I would suggest that you make an action called swim that consists of the 3 keyframes - and the action is say 24 frames long - then create your chor, drag eddy into the chor and drag the swim action onto eddy. You can then set the repeat count for the action to be 12 (for 12 seconds, assuming your project is 24fps) This gives you the most flexibility. You then have the option to play with repeat counts, and the action cycle length and where in the chor (chor range) you want the swim cycle to occur. eg suppose your swim cycle is too fast - you can then set the cycle length of the action (in the chor) to be 48 frames (making it twice as slow). and if you leave the repeat count to 12, the chor will now take 24 seconds. If you then change the repeat to 6, then the chor will take 12 seconds. In my screen capture - my swim cycle action was created to take 12 frames, but I changed it to take 48 frames - I set the repeat count to 2 - so the whole thing takes 96 frames. Quote
Caroline Posted July 22, 2008 Posted July 22, 2008 Nancy replied while I was taking screenshots, and her way is by far the best (doh). Just because I have screenshots, I will put them up for completeness This way is probably quicker, but actions are reusable, so go with Nancy. 1. View the splines along the Timeline. 2. Drag a selection over the last cps. 3. Right click them and choose Curve > Post-Extrapolation Method > Repeat 4. You will see them repeat. Notice the nasty jump in the blue channel - this is because my last blue point was not in the same place as my first blue point. Also, the sharp point at the bottom of the red will result in jerky motion. (Use Actions ) Quote
NancyGormezano Posted July 22, 2008 Posted July 22, 2008 Its good to have options - there are many ways to do things in A:M - Caroline's "trick" is a good one. Quote
John Bigboote Posted July 22, 2008 Posted July 22, 2008 Caroline's 'trick' is a GREAT one! I can't wait to use that! Thanks Car! Quote
El-manchego Posted July 28, 2008 Author Posted July 28, 2008 Thanks for your suggestions. I will try them today and let you all know how they go. Sounds like it's gonna work though. Love this forum for all the great help available! SMC Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.