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Hash, Inc. Forums > Featured > Feature Films: Tin Woodman of Oz - Scarecrow of Oz > Scarecrow of Oz > SO:Animating
PF_Mark
Sorry I can only think of this video question it's 12 megs zipped but I feel it might be worth the download if this help others as well as me understand how to blend and work with multy actions of different types.

I first wanted to just start this "were looking ation sooner to time it with camera move and treat it as a seperate scene but Martin says moving or stretching it will affect wave file which I think is something we do not want to do? If I can just drag this out without changing wave file if you can show or tell me how that might be easiest fix. Anyways I tried to explian my problem is this video. lets maybe disscuss this in this thread so that other newbies like me might learn something wink.gif
Bendytoons
QUOTE(PF_Mark @ Sep 16 2008, 10:10 PM) *
Sorry I can only think of this video question it's 12 megs zipped but I feel it might be worth the download if this help others as well as me understand how to blend and work with multy actions of different types.

I first wanted to just start this "were looking ation sooner to time it with camera move and treat it as a seperate scene but Martin says moving or stretching it will affect wave file which I think is something we do not want to do? If I can just drag this out without changing wave file if you can show or tell me how that might be easiest fix. Anyways I tried to explian my problem is this video. lets maybe disscuss this in this thread so that other newbies like me might learn something wink.gif

Mark,

I watched your video question, but I'm still not sure I get what you want to do. But if I do get the question, you can animate the enforcement value of actions (choreography and stand alone). This is most easily done in the properties panel. You may want to change the action type to additive or blend, also in the properties panel. Using animated enforcement you can smoothly blend between overlapping actions.
PF_Mark
Thanks for the reply Bendy toons I found that I can add/blend one the 1st chor action into the 2nd stand alone action but I am wondering is once I am in the scound stand alone action file I then animate in the action file window correct not the chr? so in mid sentance this transation takes place and when I open the stand alone action Trot has the default facial pose not what was left over fromthe chr action so I do I procede to animate in the action window?
KenH
Mark, in the Facial1205 chor action properties, you need to turn off hold last frame and turn on transition to next action.
Bendytoons
QUOTE(PF_Mark @ Sep 17 2008, 09:04 AM) *
Thanks for the reply Bendy toons I found that I can add/blend one the 1st chor action into the 2nd stand alone action but I am wondering is once I am in the scound stand alone action file I then animate in the action file window correct not the chr? so in mid sentance this transation takes place and when I open the stand alone action Trot has the default facial pose not what was left over fromthe chr action so I do I procede to animate in the action window?

If you need to have the action file 100 percent from its first frame I would match the last frame of the chor action to the first of the action by changing either or both. If you have some overlap in the action I would blend into the action.

edit: or you could do what Ken suggested while I was writing
PF_Mark
Ok am I having a hard time getting this to work Ken I did what you said and I have some problems.

1) what are those bones that I showed in beginning of video and why are they being brought in I am only touching facial nulls but these are being key framed as well in chr action files that I do not want them in?

2) Once I set the setting then I am locked out of manipulating the character in chr#1 which I am doing body poses in?

3) the part that I feel I am not communicating well enough is that yes I can blend the actions together and maybe I am missing something but when I go to the stand alone action it's in default pose and I can not copy paste the poses in? so I have a pose in chr action facial1205 how do I bring that into the stand alone action?

"have the action file 100 percent from its first frame I would match the last frame of the chor action to the first of the action by changing either or both."

thanks but how do I match the poses?

anyone wanting to look at chr it's committed and I know it's me I just don't know how sorry for being a pain rolleyes.gif

Anyone willing my skype name is PF_Mark sometimes if we can talk maybe I see the light



John Bigboote
Take the wav out of the action, add it back in the chor...?
PF_Mark
QUOTE(John Bigboote @ Sep 17 2008, 01:40 PM) *
Take the wav out of the action, add it back in the chor...?


What I tried now is changing the stand alone action making it 13 frames longer and I moved wave file back 13 frames so it starts at same time in chr. Now I just have to get control of bones back?
KenH
Those bones are linked to the FACE interface cps. So, when you bring out FACE they get keyed. That's the way the new squetch rig works now. Just ignore them.....they have a "Z" at the start so they're all at the end of the list.

You need to drag the end of the second action so that there's a transition created. See attached.

The jump in pose isn't to do with the transition between actions. It's because you have the bones set to step transition in the first chor action. The reason you're locked out moving the bones is because you have to highlight (green tick) the first chor again.


Also, for the future, I would put the model bone movement into a separate action of it's own. Otherwise transitions can effect the position of the model too (if you're doing walk cycles).
PF_Mark
Thankyou Ken I will check this out. wink.gif
PF_Mark
No matter what I try I can not get the eye aimer bone to work now huh.gif
KenH
The default pose was on in Trot. It adds the master eye target null which apparently disables the eye aimer bone. I've turned it off by default in the trot model (it's simpler and any changes in existing animation will be easily fixed). Update Trot (not Trout! smile.gif) and it should work.

In saying that, using the eye target produces much more realistic animation easier.......the eyes don't always move with the head.
PF_Mark
Thanks for the help ken and all I got it now rolleyes.gif

I keep the eye control advice in mind for my next shot I don;t want to switch 1/2 way through
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