Animation in 8.1.6 (Resolved)

I’ve resolved #1, so I’ll call this whole issue resolved.

I’ll move #3 to the ‘requests’ area.

No extra keyframes after running an animation now but here are a couple more problems and a request.

1) Clicking ‘Delete selected keyframes’ on timeline while animation is running – error 440 crash (Silly thing to do <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –> )

2) Problems with paths of animated sub groups.
Using my rotate 360 Z script works fine for the first group.
In the example below group1 is a child of base, positioned at 0.5,0,1 and rotates 360 degrees around Z after running the script.

Group2 is a child of group1 in the same relative position with the same script applied. The path should be circular?
[img:2csn7r4w]http&#58;//i17&#46;photobucket&#46;com/albums/b79/decapod/3dc/anim1&#46;jpg[/img:2csn7r4w]

If I add a SetPosition method alongside each setOrientation in the script to keep the object at the same position, the path is still not circular as it should be.
[img:2csn7r4w]http&#58;//i17&#46;photobucket&#46;com/albums/b79/decapod/3dc/anim2&#46;jpg[/img:2csn7r4w]

This is a show stopper for steam loco wheel animations.

Request:
3) Max keyframes – can we go over 1000?
I have a few very large bvh files I want to try out – is the BVH import coming soon? An alternative would be to be able to resample the BVH file at lower FPS – e.g. load up alternate frames.

I’m working on this one right now. It’s a tricky one.

I think I’ve got this one. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –> (at least #2, which is the most important one)

1) Unresolved

2) Resolved

I should note that you will never get a positional animation that looks like a circle with only 4 key frames. The math just doesn’t produce that. I think you’d need at least 6, probably 8 would be more or less a perfect circle. But, this isn’t so important because you don’t need to preserve the position via keyframes like you tried. It will be correct in the new version.

3) I’ll have a look at the keyframe maximum. But, I have no immediate plans to get the BVH import working again. I have too much on my plate. It needs some serious work unfortunately.

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