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

Changing Interpolation not working


DrPhibes

Recommended Posts

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

Link to comment
Share on other sites

  • Replies 6
  • Created
  • Last Reply

Top Posters In This Topic

  • Hash Fellow

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:

  1. Start a new Action with your character.
  2. Set the Key Skeletal Rotations filter and Key Model filter
  3. 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.
  4. Select the first bone in the Action, then in its Properties>Object's Properties,  RMB on Rotate and choose Convert Driver To > Euler (or Vector if you really want that)....

 

image.png

 

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.

 

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

Join the conversation

You are posting as a guest. 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...