• Editor
  • Distribute specific axis translate change over several keys?

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Hi people,

I am facing a little editor usage problem that is making my life a bit more difficult.

I'm animating a thing that bounces and also moves left and right. All in a loop of 24 frames.

The bouncing movement is a little more complex than simply setting a high translate key at frame 12 and a low at 0 and 24. No sir... it bounces two times and have secondary rebounds, so I end up using around 12 keys in those 24 frames.

Therefore, the way I usually tackle this is to first set the lateral movement which only has three keys and then the more complex bouncing keys.

My question is the following...: if I wanted, for any reason, to follow the opposite path (first setting bouncing then setting uniform lateral movement), how could I tell the editor to ignore all the X coordinates already set between frames 0 and 12, and then 12 and 24?

Well, 'ignore' is not the adequate word... because all of those translate keys would need to have their X coordinate values changed so the object smoothly goes from point X in frame 0 to point X in frame 12.

But if I simply change the X translate value at frame 0, and there's another key at frame 3, then I would get a quick lateral movement from 0 to 3 instead of 0 to 12.

So, is there a way of telling the editor to... I don't know, mark a whole selection of keys and distribute a specific axis value change over all of them?

I hope I've got myself understood here. It's kind of hard to explain this, even in my own language! 😃

Thank you for your time.

The easiest way to get what you want is to create two bones with one of the bones parented to the other. You then do X animation on the first bone and Y animation on the second bone.

We will eventually split up X/Y keying, but for now using two bones is the best way to go about it.

Thanks for replying Shiu.

I've tried it with a simpler part of my mesh that have 100% weights for only one bone, and it works well.

Problem with this is that the actual mesh I have it has around six bones to weight between its vertices, not only one. It's a... ahem... a bouncy body part, let's say. :p So I need to set it up in a fairly complex way to simulate elasticity.

Therefore, I'd need to manually analyze the mesh to find out which vertices have influence from the bone I'm interested in moving independently by its axis, and then reweight them so they have... I don't know, a 50/50 percent influence between the parent and child bones.

That would be doable, of course, but definitely time consuming... :whew:

So I hope you guys implement the split up at some point. In the meantime thank you for your support.

Actually you shouldn't need to reweight anything. The weights would just need to be on the child bones.

Oh... so simple! I must have a gift for unnecessarily complicating things. 😃

Thank you very much for your help!