Madfox Posted February 18, 2021 Share Posted February 18, 2021 While animating a pose it often happens I think I am on the start of an animation, but I end up in the min frames. I often wondered why there have to be min frames? It seemed odd and hillarious. Then I started with dynamic constraints and felt it could help the dragging of the dynamic constrains to obtain their weight before the animation starts. Seeing a model, that catches up the sim_cloth around the model as clothes before the start point , made me wonder how to get those parameters right. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted February 18, 2021 Hash Fellow Share Posted February 18, 2021 One reason for negative frame is that Pose sliders can be set not just to go from 0 to 100 but from any number to any number including negatives. You might have a Frown-Smile slider that puts the frown at -100, the default at 0 and the smile at +100. Internally, A:M treats this data-over-a-percentage range like keyframes-over-time and it is probably simpler to just allow negative numbers for this. For things like cloth and dynamic simulations i find it easiest to just provision an extra second or two at the start of the chor before the character gets to his first pose. That is usually enough time for things to settle and for the character to morph from his T pose to his real first pose. If I forgot to include those first couple of seconds I can bounding-box grab all my key frames in the chor and slide them down. Note that ON/OFF keyframes seem not to obey group selections. You will need to reposition each of those individually. Quote Link to comment Share on other sites More sharing options...
Madfox Posted February 19, 2021 Author Share Posted February 19, 2021 Ah, yes that makes sense . Often I thought I had the start frame corrected while it was banished before the time slider and I could not find it anymore. Thanks for your answer! Quote Link to comment Share on other sites More sharing options...
Madfox Posted March 13, 2021 Author Share Posted March 13, 2021 After setting my "fall off" period of a sim_cloth before the null pointer, or just a start pose, all changes go undone when reaching the null point at the start of the animation. How can I avoid this? Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted March 13, 2021 Hash Fellow Share Posted March 13, 2021 What do you mean by the "null point(er)"? Quote Link to comment Share on other sites More sharing options...
Fuchur Posted March 13, 2021 Share Posted March 13, 2021 I think frame 0, not a null object or a null pointer in a coding type of way. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted March 13, 2021 Hash Fellow Share Posted March 13, 2021 10 hours ago, Madfox said: After setting my "fall off" period of a sim_cloth before the null pointer, or just a start pose, all changes go undone when reaching the null point at the start of the animation. How can I avoid this? If "Null point" means time 0:00... don't animate before that. if your cloth needs 1 second to settle, start the settle time at 0:00 and begin your real animation at 1:00 Quote Link to comment Share on other sites More sharing options...
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