I am having a heck of a time trying to re-use an eye blink pose slider from one character (a son)to another (a mom). I have tried copying the eyes from son to mom, then dragging the pose slider from the son to the mother. That didn't work. Copying Keyframes doesn't seem to work. I tried making the pose into an action, then using it on the mother- unfortunately, no dice. All I can find in the manual on the subject is: "And secondly, you can reuse Pose sliders on other characters (similarly named poses must be made for the other characters). " What is the procedure to accomplish this?
Poses and actions can be reused on other models that have the same exact bone structure and naming conventions. I don't think they can be used for muscle motion which is probably what your eye-blink action/pose consists of. Walk cycles made with bones using the same naming conventions that are in the manual can be reused on any model that comes on the Hash CDROM. Anyway, I think you have to make a blink action for each of your characters if you're using muscle motion. If you're using bones then you have to make sure they follow the same naming conventions and that the roll handles are pointing in the same direction. If you do that you can reuse that action/pose.
Additionaly
What the manual is referring to when it says; "And secondly, you can reuse Pose sliders on other characters (similarly named poses must be made for the other characters)",is that you can reuse *Actions* which contain Pose-Slider information between two characters if both characters have Pose-Sliders named and functioning the same way. So even though you have to make "right eye blink" twice (once for each character) as a Pose-Slider, your Action will be able be applied to both characters because both have a "right eye blink" Slider that can be set to 67% on frame 42 of your Action (for example), even though both characters have very different mesh topology. One way to save time is to save-as one character (say, "mom",)that has Pose-Sliders already created and transform it into another character ("daughter") without adding or deleting any new CP's. This way you'll only have to touch up the Slider information on the new character. And if you open an Action made for "mom" with your "daughter" model you can Make New Pose and copy Pose information between these two similar models.
Glen Crowell
As of version 8.5d I have been unable to see the pose sliders in the pose slider palette.
As long as your problem is that you can see the Pose Sliders Window but not the Sliders themselves I've had this a couple times & what I did to 'fix' it was 'docked' & or 'undocked' the Pose Slider window & they appeared again. Hope this helps in your case. I know it drove me Bonkers for a couple days.
Mike Muncy
Aditionally...I had this problem before. Make sure that Pose sliders is checked under the view menu. If it is, try uninstalling AM and reinstalling it.
Steve White
Why can't I find the pose sliders?
Sometimes they'll wedge themselves in a corner the first time you view them (the wonders of the default microsoft toolbar behavior), easiest way to find out where they are is to hide everything else, drag the now visible slider window to a safe place, then enable everything again.
-matt estela
Is there any way to reorder them to make them easier for animaton purposes to put all eye sliders near one another and mouth sliders near one another and so on.
Reorder them in your model and the sliders will reorder on the slider window.
-Jeff Paries
Additionally...
Another little trick is to make several versions of a model each exaclty the same, but hide different poses. So that one model is Model_face.mdl and has only the poses for facial expression checked to have a slider in the properties pannel then when you are animating you can switch between models in the properties pannel for the shortcut to model, and have a very small and controlable set of sliders for each function you need...
that sounds more confusing than it is... but the basic thing is that you can switch models and nothing changes in the action, but you have a diffrent set of pose sliders available.
-David Rogers
How do I switch between constraint setups with a pose-slider? I have been trying to work this out in A:M. Do you just set up two different poses and then in the action window move the sliders to choose between the two? I guess in this case you have different enforce values when the slider is not on frame 100 (or -100). This is what I was able to do..
I used to do this, back when you couldn't properly set the Enforce constraints on Frame zero. It was a decent workaround, but the interpolation could get funky (i.e. things acted wierd when the sum of the two sliders was more or less than 100).
Or can you construct the model with all the bones open a pose window and say at frame 100 apply only 'aim at..' constraints to the bones and then on frame -100 you apply all the spherical constraints? The one pose slider could then switch between the two different constraint set-ups. I reckon this would be less confusing to use when animating.
This is what I do now (except that I have one setting at 0 and one at 100, rather than 100 and -100).
Personally, I find it much *much* easier to create two seperate hierarchies of bones (Arm Control and Arm Kinematic), constrain them appropriately (either Spherical or Aim-At) and then have a third set of bones (Arm Master) to control the actual points. That way, the Pose Slider can just have a set of Orient-Likes, which interpolate very cleanly. When I tried to put all of the Aim-At, Kinematic and Spherical intelligence into one Pose Slider, I found that things got a little blooey (that's a technical term) in the intermediate frames of the slider.
-Tony Lower-Basch
Help! I made two cylinders with a bone apiece. I open the pose slider window. I move to the 100 frame. I move my bones. I slide back to the 0 frame. My bones move, but not back to the unmoved state. I've tried everything I could.
This may be where you are going wrong. Don't open the Pose Sliders window at this stage. The Pose Sliders window is used when you are animating, after you have created the pose. Setting frames in the pose is done with the frame counter.
What you do is create a new pose (Right-click on the model or Mac equivalent, choose New Pose).
You should already start off in frame 100, using the frame counter at the bottom left of the window, under the keyframe buttons, assuming you haven't moved it around.
Move your bones. Use the frame counter to change to other frames and set other pose frames as desired, or to preview the multiframe pose.
Now, open a new action window, using your object with the two cylinders. (Or, alternatively, drag your object into a choreography).
At this stage is when you should open the Pose Sliders window. Moving the pose slider should move the object in the action (or choreography) window.
-Myles Strous
Why can't I get pose sliders to work with constraint limits?
It turns out that for this to work, you need to set your limits LAST (after any other pose motion). it will still work if you drag and drop a pose, but sliders will not....
Again, pose sliders ignore limits constraints unless they are done last.
Steve Sappington, Hash, Inc.
Is there a way to assign the height of a bump map to a pose slider?
You can't tie the height of a bump map to a Pose Slider, but you could do something that's nearly as good: Make an action in which the bump map height changes from 0 to full height over a few frames . Then apply the Action to the character in a Chor and turn on Action Ease. Now you have a slider that controls the height of the bump at the bottom of the Action Properties window.
Raf Anzovin
I'm trying to find out how to use Pose sliders so that say I could use the -100 position in an action by dragging and dropping. Is there really no way to do this? No way to pick at wich point in the pose you want to use?
It's unnecessary to drag and drop a pose onto a model. Start the new action, go to whatever frame you want to keyframe, and move the slider to -100.
Jeff, Hash, Inc.
Can I put a pose within a pose?
I have been tinkering with poses in AM99, and here are some interesting things I've found:
You can actually have poses within poses, though it's a bit tricky. You do not have access to the pose sliders when a pose window is open, BUT if you create an action, move a couple of pose sliders (lets say poses A and B) and choose "create pose" from the action menu, you will get a new pose (C) which incorporates A and B. From here you can modify as you like. Pose C will now have a separate folder for "Pose Sliders", just as it would for "Muscle Actions". You will still not have access to the actual pose sliders for A and B, but you can easily change their respective numerical settings via the Properties panel. This is great if you find that you need to make multiple poses that incorporate similar elements (such as a pucker for "Oh" and "Ooh" phonemes).
Here's another hitch, however: Let's say you've created pose C, which includes slider values for A and B, as well as some additional muscle and skeletal actions. You go to you action window and move the slider for pose C and..... Only the muscle and skeletal actions seem to take effect. Apparently, AM99 doesn't like to slide pose sliders nested within another pose. HOWEVER... If you simply drag 'n drop pose C onto the action window, it works perfectly, and in fact if you check you pose slider window, you will not that the sliders for A and B have moved the appropriate amount.
So what's the lesson here? I'm still figuring that out. Suffice to say that you can create a pose which combines other poses, as long as you only want to use the 100% value of the final pose. Otherwise, you'll probably have to do some gnarly copy-pasting of keyframes between poses to get combinations that will "slide". I would appreciate any ideas on this. I hope this has all been clear and informative, and I apologize for the length.
--Victor Navone
Anyway, I read how that instead of using phonemes shapes, sliders were used in combination to make the shapes. Is this how it's commonly done? I have recently begn to create lip poses for the toon experiment that I've been working on, and so far I've created phoneme shapes. Am I going about this the 'wrong' way?
It's another one of those personal choice kind'a things. There was a long discussion over on the cg-char list a while back, about the same time pose sliders were happening in the Hash beta. With the pervious lack of percentage control over muscle poses, dropping in full pose to pose phoneme key shapes was a good solution. I think for me, my preference is now to use facial muscle group sliders.
Not that this is a good example, but the facial muscle group technique does allow you to better simulate the moving skin and bone structure of the face, using a number of keys in your sliders to better control the surface as it slides over parts of the face underneath.
Additionally
Just my .02, but Steph Greenberg and I were discussing this the other day, and both had the same opinion. Pose sliders are great for subtly adjusting facial expressions. But they're not the be all and the end all. Relying exclusively on muscle combos can end up making things look funny. Too simulated. An animator can get too much into how cool the muscles look and lose sight of the goal: Believable keys. A better and easier result may be found with creating a basic set of extreme, total face poses (like you had to before sliders), using those for many (not all) of your morph targets, and then using the muscle pose sliders to enhance/modify these when warranted.
-Armando Afre
Do you guys use muscle animation much? Since Hash gave me bones, I assign every control point to a bone with the intent of animating via bones. Clusters of bones for the mouth, clusters for facial expression, eyebrows, etc...Skeletal animation is all I use.
As the once-poster-child for using skeletal animation to do the face, I feel obliged to speak up.
I now use -only- muscle animation and pose-sliders for the face, and I will tell you why.
First off, I'm assuming that you are intending to use constraints to automagically move large amounts of points. If you're not using constraints (i.e. just using the bones as a way to control the CPs) then I can't imagine why you wouldn't be using muscle motion instead, since it gives you more direct control over the control points. Anyway....
Skeletal action lets you do a great number of things very easily. With only a moderately insane level of constraints and bones, you can get the movement of a single bone (the Smile bone, for example) to smoothly open the mouth, raise the cheeks, and crease the bottoms of the eyelids. This will require probably only... what, 100, 200 bones? With two or three constraints each, on average.
Not at all an unreasonable proposition, really.
What will kill you, however, is trying to set up an area which is influenced by many different bones. The upper cheek is a particular horror story of mine... Smile bones, Sneer bones, Jaw bone, Bottom eyelid bone... they all subtly influenced every point along that area, and they all influenced them to a different degree. By the time Keitoshi 97 was coming into full active status, she had ten to twelve bones *per control point* on the upper cheek area. Grand total of bones was (I think) somewhere around 800, with the number of constraints well into the thousands.
By comparison, the Pose Sliders do all of this work for you. Because their effect on control points is additive, they make overlapping areas of influence very easy to manage. Just make a Smile pose wherein you manually raise the points of the cheek. Then make a bottom eyelid pose where the points of the cheek go down a little. When you combine the poses, the Hash program will add the "Up" from the smile and the "Down" from the eyelid, and figure out a grand total position. The combinations here will not always be perfect, but they look good far more often than you might guess.
Another thing which is a killer when doing skeletal animation is a motion which proceeds in stages, rather than in a linear manner. For example, the smile: for a small smile, the creases around the mouth (from the nose around to the chin) do not appear at all. For a medium smile, the creases appear at full strength, and for a large smile, the creases do not increase in depth, but they do stretch in contour.
You can do all of that with bones, but it is a royal pain.
The feature I love about Pose Sliders is that you can specify the way that a pose "blooms" across the face as you increase the percent of the slider. For the smile, you could make (using muscle action) the small smile without effecting the creases of the mouth, and keyframe that to frame 20 (or a 20% application of the slider). Then make a medium smile with the creases in place, and keyframe that to 50, and a large smile with the creases at the same depth, but curved differently, and keyframe that to 100. As the sliders interpolate from one value to another, they will seamlessly pass through each of these poses.
Too cool. :)
So, there's my sales pitch for pose sliders. I understand the advantages that can be had from skeletal facial animation, and personally I don't think that they're anything like being worth the bother.
-- Tony
Perhaps I'm missing something fundamental, but when creating a pose, it automatically starts at frame 100...
Yes, that's the way it's supposed to work. Your pose is being created at 100 *percent* (the extreme position).
Let's say it's an open mouth. You create the mouth pose at what you regard as 100% open. Then later, in Action or Choreography, you set what percentage of the mouth opening you want e.g. 30 % open, using Pose Sliders, in a particular frame. That's the simplest way to use them.
Now suppose your pose is of an eyelid closing. If the points just went from open to closed, they'd pass through the eyeball. So you might want to create "frames" or "sub-poses" at e.g. 20, 40, 60, and 80 percent closed, that move the eyelid in a curved path.
You can also create negative "frames" or sub-poses. Suppose your pose is of a mouth smiling. Create your biggest grin at 100 %. If you're happy with the way the points move, you don't have to create any more percentage poses, and you can use Pose Sliders to get a medium smile, a slight smile, etc. But you might want to create a negative 100% pose in a sad position. That way, moving your Pose Slider into the negative values will make the mouth move into a sad position.
You could make the sad position at 0%, neutral at 50%, and a big grin at 100% and get a similar effect, but it's conceptually easier to have neutral (unposed) at 0%, big grin at 100%, and sad at -100% (of your smile pose).
(If anyone is inspired to jump into Pose Sliders, remember that they still only affect muscle poses for now.)
A very powerful tool for which we can be grateful. Thanks, Hash Inc !
Regards, Myles.
I guess I just wanted to control the Action/PoseSlider from the Chor.
You have to select a model in director mode, then the pose slider should come up (if you set it to be visible). Then you can manipulate the pose sliders in the chor and save it as a chor action.
\_ -Ken Baer. Director Mac Product Development, Hash Inc. <[_] Usenet: baer@hash.com
=# \, Office: (360)750-0042 Animation Master: Finally, 3D animation software an artist can afford!
Will sliders only work with the unhidden part of the spline mesh? I've got numerous poses that affect entire regions. Say I've got an Anger pose that affects the whole face, but I want to use the slider to only affect the lower face. Could I hide the upper face move the sliders and have only the lower face affected by the combination?
No, but you can...
1) Go to your anger pose, select just the cp's you want in your slider, copy/paste their deltas into a new pose. I find this a good way of posing up a complete face mesh and then breaking it down into discrete components for pose slider use.
or...
2) If you have multiple keys to your original pose then you either have a little more copy/paste work to do or you can make a new pose, copy all your anger pose into it, select the cp's you don't want moving and use the delete keyframe to remove the unwanted keys (using next/last keyframe buttons to skim through the relevant keys).
-Gary M
Pose sliders use the whole pose. The best way to mix and match pose sliders is to break up the poses into regions of the face, so you can mix them to create a wide variety of expressions. Think of them as puppeteering controls. The more specific you make a pose, the more versatility you will have with it.
\_ -Ken Baer. Director Mac Product Development, Hash Inc. <[_] Usenet: baer@hash.com
=# \, Office: (360)750-0042 Animation Master: Finally, 3D animation software an artist can afford!
could someone explain this feature more thoroughly? i'm not clear on what it's about.
The way i understand it, and the way it seems to work, is if you have say, a face, then make a muscle pose with the eyebrows up, another pose with a face smiling, and another one with the eyes closed, you create a new action, mix these together, and create a pose. for exampe, you could have a smiling face with closed eyes, AND raised eyebrows, without making a special pose just for that... you can also choose how much you want each pose to affect the keyframe, eg, make the face only partly smiling, and the eyes only partly closed...
ian
The way i understand it, and the way it seems to work, is if you have say, a face, then make a muscle pose with the eyebrows up, another pose with a face smiling, and another one with the eyes closed, you create a new action, mix these together, and create a pose. for exampe, you could have a smiling face with closed eyes, AND raised eyebrows, without making a special pose just for that... you can also choose how much you want each pose to affect the keyframe, eg, make the face only partly smiling, and the eyes only partly closed...
Well, actually, it goes a bit beyond that. Since I haven't yet got my new computer, I haven't had a chance to play with this feature yet, but I've asked Ken Baer a lot of questions. Here is my synopsis of the advanced features of pose sliders.
(1) Non-linearity: There is a problem with mixing muscle poses, rather than bones. Specifically, think about an eyelid. If you make an open eyelid pose, and a closed eyelid pose, and interpolate between them, the points of the eyelid do not follow a rounded arc from one point to another. They follow a straight line. But a straight line does NOT follow the surface of the eyeball, so you can get penetration of the eyeball through the eyelid. This is bad.
However, in the new Poses, this is not an issue. Why? Because you can specify more than one frame. "Say what?" I hear you cry...
If you specify ten frames in a single pose, and then apply that pose at 40 percent, it will put in the fourth frame of the pose. If you specify 80 percent it will put in the eighth frame of the pose. If you specify 45 percent it will put in an interpolated pose halfway between frame 4 and frame 5. And, of course, it will do this for every frame as you ease into and out of a given pose.
So, if you make a pose that is, essentially, a simple -animation- of the eyelid's muscle points moving along the surface of the eyeball, you can then apply that without worrying about penetration.
However, it's much more powerful than just managing those kinds of motions. Imagine, for instance, a smile. Ten frames, say. Frames 1 through 3 could just move the lips. Frame 4 through 7 could move the lips as well as moving the cheeks out of the way. Frame 8 through 10 could move the lips, move the cheeks out of the way, and add in a fold from the nose through to the chin (the creases that typify a wide smile). Do this in muscle mode ONCE, and then you'll never have to worry about it again!
(2) Additivity: In old muscle poses, if you made a Smile pose which effected the lips and cheeks, and then a Squint pose which effected the cheeks and eyes, and then applied them both to the same face at the same time, you could get wierd problems. This was because the second applied pose would -completely- override all of the points it controlled. No motion from the first pose would show through.
In the new system, however, the two poses are added together. This may not seem like a big thing, but it is absolutely necessary if you want to make sectional poses, and then combine them to make facial animation.
Anyway, those are the things I've learned that I really want to play with. No more crazy bone structures for me (well, at least not in the facial region... well, maybe just a little). My computer went out overnight mail last night, so I should have a chance to start working with all of this over the weekend. I'll have more information then.
-- Tony
p.s. Man, I can hardly -wait- to get the same functionality on bone poses. This is gonna make for some -kicking- mechanical animations: hell, I may very well make an animated pocket watch mechanism, just because I CAN! BwahahahahaHA!
The way i understand it, and the way it seems to work, is if you have say, a face, then make a muscle pose with the eyebrows up, another pose with a face smiling, and another one with the eyes closed, you create a new action, mix these together, and create a pose. for exampe, you could have a smiling face with closed eyes, AND raised eyebrows, without making a special pose just for that... you can also choose how much you want each pose to affect the keyframe, eg, make the face only partly smiling, and the eyes only partly closed...
One detail about Pose Sliders that you need to keep in mind is that poses can now have multiple keyframes. In previous versions, poses were one frame positions. They can now represent range of motion. Even a one frame pose is really a range of motion from the default model at frame 0 to the new pose position at frame 100. The slider represents the position along the pose action, not a multiplier to the muscles. So, going beyond 100% doesn't really work, but you can still layer more muscle motion on top of the pose slider motion in the Action or Chor. But, if you can try to use pose sliders without moving lots of points directly in the action, that will make action files much smaller.
\_ -Ken Baer. Director Mac Product Development, Hash Inc. <[_] Usenet: baer@hash.com
=# \, Office: (360)750-0042 Animation Master: Finally, 3D animation software an artist can afford!
With no documentation out yet.... *How* do you set it up for multilpe frames?
Use New Pose from the model in the list. Make your new pose with a pose view, which now lets you change frames. It's really the same as an action except that they are saved in the model and not in the project or action file.
\_ -Ken Baer. Director Mac Product Development, Hash Inc. <[_] Usenet: baer@hash.com
=# \, Office: (360)750-0042 Animation Master: Finally, 3D animation software an artist can afford!
Can anyone give me some help on using mirror muscle with pose sliders?
I've done some messing with mirror muscle, and here's some steps you can follow that can make it work for you...
Another note, it comes in handy to also have an EyebrowRight group so that you may then copy your newly moved points to a seperate pose, then use the new pose sliders to move your eyebrows independently.
Gramps
I created a simple 15 frame pose for my model, dropped the model into the chor, and then dropped the pose onto the model. When i moved the frame slider, nothing happened, the model didn't move through the pose's frames.
Progression through the pose's frames is controlled by the Pose Sliders. As you move the sliders from 0 to 100 percent, you will progress through your frames from 0 to whatever.
So, to use it as a mini-action, you can just drop the pose into the action, keyframe a zero-slider where you want the mini-action to start, and keyframe a 100-slider where you want the action to finish.
I hope this helps!
-- Tony
Additionally...
You don't need to drag and drop anything. If you want to use a multiframe (or single frame) pose in an action, just move that pose's Slider when the Action window is up. Pose sliders just work with muscles right now, not Skeletal actions. We will be adding skeletal later (probably 6.2) but it requires some substantial changes to how skeletal channels work internally.
You can still drag and drop poses into Actions, but it's designed for single frame, so it will copy frame 100 from the pose. If you want to copy other key frames from the pose to the action, use copy/paste on the keyframes.
We have been referring to multiframe poses as gestures. That's how you should think of them. Try to use them only for common motion. You can still use poses like you used to, you just have to remember that the one frame you want to work with is frame 100 (it didn't have a frame number before).
\_ -Ken Baer. Director Mac Product Development, Hash Inc. <[_] Usenet: baer@hash.com
=# \, Office: (360)750-0042 Animation Master: Finally, 3D animation software an artist can afford!
Can someone explain how they are using pose sliders?
Per request I am posting an explanation of how I am using the pose sliders. This technique may not be Hash's intended use, but this is how I am using on my animation. You will have to figure out how to make each pose. If you don't know get a book like Faigin's Facial Expressions or look in the mirror and make some expressions.
To get a sleep look, enter 10 in the frame toolbar and slide the eyelid poses to 50.
To make the eyes squint, enter 10 in the frame toolbar and slide poses c,d,g,h,i,j to 100.
To make the right eye squint, enter 10 in the frame toolbar and slide c,g,i to 100.
For a surprised expression, enter 10 in the frame toolbar and slide a,b to 100.
I plan to eventually write a tutorial, but it will have to wait until I finish my project. Paying my bills is first priority, so if you can't wait, perhaps some one else with more time can do it.
Peter Lin
Additionally...
This is the right idea! But, remember that you now have multi-frame poses. A doesn't have to be just one position, it can now be a range of motion. So, you can combine (a) and (b), and (c) and (d), etc. The key is set (a) to -100, 0 is always neutral (same as the model), and (b) is 100. You can set other keyframes inbetween if you don't want the motion to be linear.
\_ -Ken Baer. Director Mac Product Development, Hash Inc. <[_] Usenet: baer@hash.com
=# \, Office: (360)750-0042 Animation Master: Finally, 3D animation software an artist can afford!
In response...
Just to avoid confusion, let me correct this statement. I'm not trying to be a twit or anything, honest :)
You can combine (a) and (c). You can combine (b) and (d). These would be poses that would move each eyebrow up and down (-100 and 100) from a central "base" position.
While you could theoretically combine (a) and (b), it would be sort of odd (maybe it would be a way to define the "center" from which an eyebrow raise is actuated... the center could move left to right... anyway).
Again, not trying to be annoying, just trying to prevent anyone's getting confused.
-- Tony
In response...
right you are. I mistyped, my bad.
\_ -Ken Baer. Director Mac Product Development, Hash Inc. <[_] Usenet: baer@hash.com
=# \, Office: (360)750-0042 Animation Master: Finally, 3D animation software an artist can afford!
After reading your post I gave it a try with my own example model. I guess what I don't understand is how to get the -20 frame of the pose slider to frame 1 of the action, as well as +80 frame (pose slider) to frame 10 of the action. Could you be more verbose? Do you drag and drop or hit "keyframe" or what?
A Pose IS an action, it's just stored in the Model. You set keyframes for the pose just like an action. Type in the frame you want to go to and move some points. The only limitation is that you can't edit less than frame -100 and more than 100. Frame 0 is the default for the model. Then when you make a new Action, use the pose sliders to create the facial expressions (or whatever) you want on particular action keyframes.
\_ -Ken Baer. Director Mac Product Development, Hash Inc. <[_] Usenet: baer@hash.com
=# \, Office: (360)750-0042 Animation Master: Finally, 3D animation software an artist can afford!
Additionally...
In the pose window look at the frame toolbar. Notice how the frame reads 100. To create a pose for -100, enter the value and begin editing the CP's.
Once you are finished, go back to the action window and now you can slide it back and forth between raised and lowered eye brow.
peter lin
OK, now I'm lost. I guess I'm not sure what the point of using pose sliders for an action pose is. So you drop a 10 frame pose in at frame x. The action will now reflect this 10 frame action-pose. What does the slider do? Can the action be stretched out to 30 frames, or compressed down to 3 frames with the slider? Or does the slider let you say "I want frame 6 of pose b to be at frame 30 in my action, and frame 32 of pose b to be at frame 31. (as an extreme example). Again, tho, how do you set keyframes for the pose sliders? Just hit add key?
When you use pose sliders, you don't drag&drop anything. When you make a pose for use with a pose slider, you make a range of motion for part of your model (like mouth open). When you move the slider in Action, you can open and close the mouth. What you keyframe in the action is the slider, not the muscle channels, which is what would happen if you drag&dropped the pose into the action. The best way to think of pose sliders is controllers for a character's face. You move the sliders around to get the facial expressions you want, and you keyframe those in the action. To set the keyframe in the pose, type in the frame number (just like action) and move your points. Make sure you save your model, because that's where they are stored.
\_ -Ken Baer. Director Mac Product Development, Hash Inc. <[_] Usenet: baer@hash.com
=# \, Office: (360)750-0042 Animation Master: Finally, 3D animation software an artist can afford!