DrPhibes Posted April 22, 2022 Share Posted April 22, 2022 I would like to use the Vector Interpolation driver on bones in an action file. I used to be able to select it in the option menu and set it for the project be default, but now everything is defaulting to quaternion. Even an older project is defaulting to quat. I change it in the options to vector and it just keeps reverting to quaternion. I don't want the rotate.w channel for this project, just xyz absolute values. How do I fix this? Thanks all, Charles Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted April 22, 2022 Hash Fellow Share Posted April 22, 2022 HI Charles, That Option setting seems to be broken and broken back to v17 at least. So, what to do? First, If you just want three channels and no more, you want Euler, because Vector has X, Y, Z and Roll. But either way, do this: Start a new Action with your character. Set the Key Skeletal Rotations filter and Key Model filter Do Shift-Force Keyframe, this brings up an option window. Choose "In all filtered channels" and press OK. This creates rotation keys on all the bone without needing to do it manually. Those rotation keys will be all Quat. Select the first bone in the Action, then in its Properties>Object's Properties, on Rotate and choose Convert Driver To > Euler (or Vector if you really want that).... 5. Repeat step 4 for all the other bones 6. Animate your bones. They will continue with the interpolation that has been set. If you plan to make many Actions with this character, save this Action out before you animate further. You can re-use it as a starter action that has your desired interpolation method already established. Quote Link to comment Share on other sites More sharing options...
DrPhibes Posted April 22, 2022 Author Share Posted April 22, 2022 Thanks Robert for this solution! I will try this out. Yes, you are correct, I meant euler. I am not sure this will fix the problem if I am baking out an animation in the choreography. Won't that just resort to the quaternion? I have an animation for a character done entirely through pose sliders. This character has a few constraints that use a null target to direct the z-roll of a couple bones. The animation then gets baked out in a chor and I export that action to a file that I then use a tool to convert to a CSV to extract the specific z-roll data and apply to a real world actuator. This was all working fine two years ago when I set this up, and now that I need to create a new animation this forcing of the quaternion driver issue has popped up. This of course means that the z rotate data is not accurate anymore. I was going to look back to try and figure out what version of the software I would have been using summer of 2020. Maybe it would work ok there. Quote Link to comment Share on other sites More sharing options...
DrPhibes Posted April 22, 2022 Author Share Posted April 22, 2022 Robert, This solution works in the choreography also! So after I create an animation through some poses I baked the animation. Then I followed your steps above and was able to change the driver. worked perfectly. Thanks so much for the help! Charles Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted April 22, 2022 Hash Fellow Share Posted April 22, 2022 Hurray! As long as the Action got baked on every frame the interpolation differences between Quat and Euler shouldn't be a big issue. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted April 24, 2022 Hash Fellow Share Posted April 24, 2022 Steffen has marked this as "resolved" on the next update. Thanks for pointing this out. 1 Quote Link to comment Share on other sites More sharing options...
DrPhibes Posted April 25, 2022 Author Share Posted April 25, 2022 That is great news! Quote Link to comment Share on other sites More sharing options...
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