sprockets 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 New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Choreography sequence


Simon Edmondson

Recommended Posts

I've completed ( for now at least ) all the actions I want my figure to perform in a choreography.

All the actions were completed in an action window and I'm dropping them on the same figure in the chor. Wherein lies the problem.

 

When he reaches the end of action two he is on the right of the sceen

The next frame is the start of section three and he starts on the left side of the screen again ?

 

|Is there a way to prevent this so the third section starts in the same position as the second ends?

regards

simoni

Link to comment
Share on other sites

  • Replies 7
  • Created
  • Last Reply

Top Posters In This Topic

Popular Days

Top Posters In This Topic

  • Hash Fellow

In the chor, move the model bone so that the start of the second third action has the figure appear to be in the appropriate spot.

 

set the interpolation of the channels for the model bone to Hold so the bone doesn't move until the second third action comes up.

Link to comment
Share on other sites

I've completed ( for now at least ) all the actions I want my figure to perform in a choreography.

All the actions were completed in an action window and I'm dropping them on the same figure in the chor. Wherein lies the problem.

 

When he reaches the end of action two he is on the right of the sceen

The next frame is the start of section three and he starts on the left side of the screen again ?

 

|Is there a way to prevent this so the third section starts in the same position as the second ends?

regards

simoni

 

In general you use action for circleable animations. That means yiu dont move a chatacter as a whole or at least bring it back were it started... The moving of the whole object is done in the chor.

 

There is an option to translate to the next action but this is linear and will very likely not be what u r looking for...

 

So sorry: you will have to restart with the actions or you delete the parts which move the whole body around.

 

Use actiond for walkcycles or repeative animation not for cinematographic once... Thats for what the chor is available...

 

*Fuchur*

Link to comment
Share on other sites

In the chor, move the model bone so that the start of the second third action has the figure appear to be in the appropriate spot.

 

set the interpolation of the channels for the model bone to Hold so the bone doesn't move until the second third action comes up.

 

 

Rob

 

Thank you very much once again for the help. Much appreciated.

 

Regards

simon

Link to comment
Share on other sites

If you got it to work using Robcat's suggestions, then ... it works! and I don't suppose you need to do anything else. But in general, when you run into that kind of problem, the easiest solution is usually to open each Action and delete the Model Bone from the Action so it does not move the character. The character's actual model bone will not be deleted, only the bone's channels in the Action. Then animate the Model bone in the chor, like Fuchur said.

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...