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[MED] Bonesanimation #339225
08/25/10 12:30
08/25/10 12:30
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline OP
Serious User
Dark_samurai  Offline OP
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
Hi!

I wanted to edit an existing models bones animation, but it seems to be completly impossible with MED. The reason is a bug (or maybe a "feature"):

1) I want to create a new frame where all bones are in the state of Frame0. This new frame should get the last frame. So I go into the frame manager and click on "New Frames". Interpolate Bones Animation is disabled. I select "After Final Frame", disable "Key Frame", select the source frame (Frame 0), type in a new frame name and after clicking on "Add", the created frame has the bone states of the frame next to last, not of Frame 0.

2) As a workaround I tried the following: Create the new Frame after Frame 0. => bones are correct. Then I move the created Frame to the end => bone has orientation of the frame next to las.

I guess this is because "Key Frame" is not selected, but also if it's not a key frame, the current behavior is not logical.


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Re: [MED] Bonesanimation [Re: Dark_samurai] #339233
08/25/10 13:28
08/25/10 13:28
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline OP
Serious User
Dark_samurai  Offline OP
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
Another thing:

Although I created a bone using "Key Frame", it will be changed if I change a frame with a lower index. But this makes no sence because it's impossible to change a frame without effecting the higher ones.

It would be really great if a conitec employee would try to change animations of an existing model and create animations for a model with med. You will see that the currenty implementation is kind of useless because of this "bugs" or "design errors".


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Re: [MED] Bonesanimation [Re: Dark_samurai] #339247
08/25/10 14:29
08/25/10 14:29
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
Serious User
painkiller  Offline
Serious User

Joined: Aug 2009
Posts: 1,438
Spain
Yes, I have these problems, and one more. Sometimes when you are moving the bones for creating the different frames, the boone that you have moved get's moved also in the previous frames, breaking all you have done previously.


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Re: [MED] Bonesanimation [Re: painkiller] #340730
09/07/10 11:15
09/07/10 11:15
Joined: Jul 2000
Posts: 28,110
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,110
Frankfurt
In bones animation, between the key frames only the bones changes are stored. In Frame0, the bones do not change at all as it's the first frame.

For starting a new animation beginning with Frame0, you must insert a key frame. A key frame stores the complete bones position.

On the other hand, when you want to continue an animation with the bones position from the previous frame, do NOT insert a key frame.




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