3d:animating

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3d:animating [2025/04/10 22:51] – [Animations] mh3d:animating [2025/06/02 21:23] (current) – external edit 127.0.0.1
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 Same works for **''SHIFT'' + ''D''** to duplicate keyframes and **''SHIFT'' + ''S''** to scale a selection of keyframes. The **'';''** key changes the pivot point just as it does in the layout views. Same works for **''SHIFT'' + ''D''** to duplicate keyframes and **''SHIFT'' + ''S''** to scale a selection of keyframes. The **'';''** key changes the pivot point just as it does in the layout views.
  
-When scaling down a set of keyframes, be aware that the spacing between the keyframes might change. Once that's set, scaling them back up will conserve the new spacing and not revert automatically back to the old one. For this reason, it's best to scale up/down to a multiple of the original duration (eg. 24frames with keyframes every 3 frames scales well down to 16)+When scaling down a set of keyframes, be aware that the spacing between the keyframes might change. Once that's set, scaling them back up will conserve the new spacing and not revert automatically back to the old one. For this reason, it's best to scale up/down to a multiple of the original duration (eg. 24frames with keyframes every 3 frames scales well down to 16 but not to 12)
  
 **Children** inherit the animations of their **parents** but can have animations of their own. **Children** inherit the animations of their **parents** but can have animations of their own.
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 Scaling in the Graph Editor produces different results as scaling in the Dope Sheet as it will also scale the curves. Best is to scale along the 2D Cursor represented by the playhead and a horizontal bar. Scaling in the Graph Editor produces different results as scaling in the Dope Sheet as it will also scale the curves. Best is to scale along the 2D Cursor represented by the playhead and a horizontal bar.
  
 +There is a **Normalize** button which is very handy to normalize display between -1 and 1 on multiple curves that don't have the same range but that you would like to edit together.
 +
 +----
 +
 +==== Action Editor ====
 +
 +In the **Dope Sheet** panel, a drop-down menu is available where you can select the **Action Editor**
 +
 +When creating an action for the character, it can be saved for independent use as an action.
 +
 +Tick the **Fake user** (shield icon next to name) to save the action before creating another.
  
  
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 Then using the same bone with the bone constraint select the **Armature** as **Pole**  and the **Pole bone** as **Bone**. Then using the same bone with the bone constraint select the **Armature** as **Pole**  and the **Pole bone** as **Bone**.
  
-For a leg, the pole would typically be in front of the knee (facing the leg) while for an arm, the pole would typically be behind the elbow. +For a leg, the pole would typically be in front of the knee (facing the leg) while for an arm, the pole would typically be behind the elbow
 + 
 +Set the **Chain Length** to the number of bones the pole should affect (or else the entire rig will be affected), and adjust the **Pole Angle** to straighten the armature back to desired orientation. 
 + 
 +=== Example === 
 + 
 +{{:3d:ik-rig-setup.png?direct&500|}} 
 + 
 +=== Symmetrize === 
 + 
 +To symmetrize a modification to the other side of the rig, make sure the corresponding bones are present and the following nomenclature is respected : ''bone name.L'' and ''bone name.R'' with identical names for both sides. 
 + 
 +Then in **Edit** mode, right click on the rig and select **Symmetrize**. 
 + 
 +It is also a good idea when modifying the rig's position in **Edit mode** to activate a **Mirror** to copy modifications made on one side automatically to the other side.
  
 === Copy Location ==== === Copy Location ====
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 When animating symetric rigs on loops, it can be handy to get a first keyframe in, copy it to the end, and halfway through copy a flipped keyframe pose with **''SHIFT'' + ''CTRL'' + ''V''**. When animating symetric rigs on loops, it can be handy to get a first keyframe in, copy it to the end, and halfway through copy a flipped keyframe pose with **''SHIFT'' + ''CTRL'' + ''V''**.
 +
 +---- 
 +
  
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  • Last modified: 2025/06/02 21:19
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