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Simon Edmondson

F Curves [Spine options]

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Presently trying to edit  the F curves on an animation sequence and  having all sorts of "fun" doing so.

Can anyone kindly suggest a  broad strategy for going about the process?.

Mainly trying to stop feet going through the floor plane and smooth out  positional changes as it approaches or moves away from the keyframe.

If I  adjust one bone  until it works, it inevitably affects the position of  another. Its probably age catching up with me but, it can get very involved and confusing very quickly. I wondered if there was a fairly standard way of approaching the problem, such as starting  where in the bone heirachy, what type of interpolation to use. I appreciate this is a Chicken and egg type of question but, just wondered if anyone had a regular method or workflow they used to deal with it?

regards

simon

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This would be dramatically simpler to diagnose if i could see it.

Can you come to Live Answer Time tomorrow?

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Robert.

Thank you for  your reply and offer to help.

Unfortunately I can't be  sure about tomorrow as things are a bit hectic at the moment.

What time is the session ?

regards

Simon

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Noon CST. 

I think that is 1800 GMT

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Hope you can make it Simon.  

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Robert, Steve

Thank you .

Can you remind me how to connect up? Its been some time since I did.

Rgards

simon

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It is google hangouts.  At the beginning of this topic there us a link to join.  Click on it and it will take you to the hangout.  

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the link in my signature takes you to the instructions and the Hangout link

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Apologies.

Clearly not looking  in the right place.Bit preoccupied with more mundane, less enjoyable, non animation matters

regards

simon

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I got the TSM2 spine that i was trying yesterday at LAT to behave.  Basically this is animation of a pelvis bone and a torso bone to get the flips going,

The interpolation of the IK spine  isn't as smooth as I hoped so i will look into other solutions.

 

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Robert

Thank you very much indeed.

Thats a lot better than  sequence I have already.

I think it may lead to a different animation rather than  redo the current project. Should be more fun though !

regards

simon

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Here is a test implementation of David Simmons' suggestion of a spine switch.

It's fussier to create than using a premade rig but once it works it does make for a better controlled spine...

 

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