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Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Tutorials and Demonstrations > Animation > Reusable Motion
dndn1011
I have two actions. I want to combine them together into one action by simple addition. Then I want to save out the result as an action.

In action mode I can successfully combine two actions, but I can't see a way of saving out the result.

Any ideas? Thanks.
luckbat
QUOTE
In action mode I can successfully combine two actions

I assume you mean in choreography mode?

If so, control-click on your model's shortcut in the Choreography and select "Bake All Actions..."

This will "bake" everything into one choreography. If you'd like to use the resulting choreography as a reusable action, then control-click on the choreography (called "Choreography Action 1" by default) and select "Export as Action..." You'll be given the option to save the baked choreography as a standalone action file.
dndn1011
Oh I was hoping that would not be the answer.

What I am trying to do is take an existing action, like a walk cycle, and add a second animation to it, which might for example have a single keyframe with the head tilted to one side. I want to mix these into a single animation, but I want to retain the original keyframes.

Baking has two problems:

1. It is very slow. With a simple walk cycle and my single keyframe action to bake, it takes several minutes.

2. A whole load of extra keyframes are added.

Both of these problems make baking not the right tool for this task.

is there some other way to achieve this?
dndn1011
Oh FYI after baking DO NOT try to undo the operation with UNDO. Doing so will not work and if you keep UNDOING in the hope that it will undo, it will crash the program.
zandoriastudios
You can blend the action files in the Choreography, and then render the result. Is that what you mean?
You don't have to bake anything, or at least I don't understand why you need to save out a sparate action file of the combined actions--since you could just save the choreography as is to reuse it later. Am I understanding?
dndn1011
Oh its because I want to save the result as a reusable action...
luckbat
If you need to combine two actions into one action but without the computer calculating the combined keyframes, then you'll need to do it manually, via copy and paste.

Since your second action has only one keyframe, this should just take a few seconds.

The important thing to be familiar with when copying and pasting are the skeletal filters:
http://www.hash.com/htmlHelp/v11.1/CustomH...ame_Toolbar.htm

Knowing how these work will allow you to either copy & paste the keyframes of every bone in a body simultaneously, or just from one limb hierarchy. Or just one bone.
dndn1011
Of course the single keyframe is only an example.

The problem with copying and pasting is that I will lose the original keyframe information.

Again, another example: I have a walk cycle, with movement in the back. I want to make the back lean forward throughout the entire action. What I want to do is rotate the back by a set amount for all the keyframes.

Of course I could do this manually, but that is time consuming.

Anyone familiar with Character Studio will know about its animation layer facility. This is the kind of thing I am looking to replicate somehow here.

The thing is that in action mode I have successfully combined anims. Yes action mode. You can drag a second anim over into the action model, and the are combined just in the wat I want. The snag is that there is no way to export the result.

Anyway thanks for the link I'll check it out
Dearmad
Save the action?
luckbat
QUOTE
The thing is that in action mode I have successfully combined anims. Yes action mode. You can drag a second anim over into the action model, and the are combined just in the way I want.

Holy cow! You're right! You can drag & drop actions onto each other. I had no idea you could do that. That's gonna save me a lot of time on my walk cycles.

QUOTE
The snag is that there is no way to export the result.

Ah, this one's easy. In the Project Work Space, click on the action. In the Properties panel, you'll see a menu item called "File Info." Expand it. You'll see a property labeled "Embedded." It's set to 'ON.' Clicking on this will toggle it to 'OFF.' You'll then be prompted to save your action externally.
ZachBG
Or, just right-click the action and select Save As.

Good catch on the drag & drop actions! I didn't know about that either.
KenH
If you can't replicate the same combination in a chor, then there must be a problem. I've thought this for quite a while...if you can get this one resolved, you'll have earned your stripes in my eyes.
dndn1011
Unfortunately saving the action only saves the core action not the blended result. So you can play with these animation "layers" in this way, but not save the result out. Unless I am missing something.

if it were possible to do this it would be a very powerful feature.
luckbat
You're right, that doesn't work. A:M only adds the dragged action as a shortcut. It doesn't import the keyframes.

Still, it sounds like you're asking for a way for an action to store two sets of keyframes for the same bone (in your example, the back bone)--which it can't. If you want the two curves to be merged into one, baking's the only way, mathematically, that that can happen.

If you're just concerned about the end results, however, there's no reason you can't maintain your actions as two separate actions, and then stack them in the Choreography whenever you plan to animate with them.

There is a third option--kind of a user-controlled baking. If you combine two blended actions in the Chor, and then copy keyframes from there, you'll be copying the blended values to the clipboard. You don't need to position the scrubber on a defined keyframe, either. Anywhere you place the scrubber, you can "capture" a set of values resulting from the blended actions. So by copying keyframes from the Chor and pasting them into an action, you are doing a kind of manual bake of the keyframes. This way you can copy & paste as many or as few keyframes as you like to get the desired results in your new action.

Having said all that, I think most of the animators in this forum, if they needed to combine actions in this manner, would simply stack/blend actions in the Choreography at animation time.
KenH
I think a tech talk video on blending actions in the chor would be a very good idea. (hint hint)
dndn1011
QUOTE (luckbat @ Jun 16 2005, 05:42 AM)
Having said all that, I think most of the animators in this forum, if they needed to combine actions in this manner, would simply stack/blend actions in the Choreography at animation time.

Yes I guess there is the manual blending after baking idea, at a pinch that would work.

The problem is that I want to create a stock of actions that are reusable in themselves.

The process of saving out the marged result is not hard. It is an addition of the keyframes, and it can be done mathematically. Baking kind of doea this but by a brute force method. Unfortunately baking is so slow that it makes it a very difficult tool to use.

Although you can keep the actions seperate and blend them in the chor, this is not at all efficient. For example, I did a walk animation which was fine apart from the head got tilted to one side. I tried to do this as an easy way to correct the tilt... i.e. applay a global rotation on the neck across the animation. It is very nice to be able to do this quickly.

Unfortunately, I have to rekey the nuances from scratch or go through and correct each keyframe by hand.
luckbat
QUOTE
For example, I did a walk animation which was fine apart from the head got tilted to one side. I tried to do this as an easy way to correct the tilt... i.e. applay a global rotation on the neck across the animation.

Global corrections along a single axis are relatively simple to make. Go into the curves editor and isolate the curve that corresponds to the problem--in this case, the head bone's Y-rotation. That one's green. Drag a box with your cursor to select the points that need to be corrected. If you want to correct all the points, simply click once in the editor to make it the active window, then Select All.

The keyframes along the curve that you've selected will turn green with a yellow bounding box. You can now move that box up or down, which globally increases or decreases their value. You can watch your model change in realtime as you slide the box up and down. You can also scale the box, which dampens the amplitude of the curve. Finally, if you control-click the box, you get a dialog window with various options, including a global offset value.
dndn1011
Oh right... well this helps a lot. I forgot about the curves view.

Cheers!
John Bigboote
Can't you blend the 2 actions in the chor and then export that as it's own action?
bobcroucher
QUOTE (dndn1011 @ Jun 15 2005, 11:25 AM)
Again, another example:  I have a walk cycle, with movement in the back.  I want to make the back lean forward throughout the entire action.  What I want to do is rotate the back by a set amount for all the keyframes.

Hi,

This response is far from timely, but I was digging around in this topic looking for something and bumped into this thread.

You can turn Animate Mode OFF to achieve this result with the back. First turn Animate Mode OFF from the Manipulator ToolBar, then pick any good reference frame. This frame doesn't even have to be a keyframe. Rotate the back into its new desired position. All keys in the back at all keyframes will be rotated by the same amount to achieve your manipulated result. Animate Mode OFF, really means don't add new keyframes. Instead it modifies the keys which already exist. It does this uniformly over the entire animation.

I hope this helps,
Bob
brainmuffin
Wow, Bob, that really does solve it perfectly...Thanks for the input!
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