Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 28 3:44 pm)
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Cool! Didn't know the nudge trick. Depending on how many keyframes you have to remove though, it could be a lot faster to edit the file. What I'd like to be able to do is to place the scrubber at any point, then have an option to make that state frame 0 for any object selected, or for the entire file. I think that would be useful, but maybe not? Markd
Right, but all the animation information is still there. Cases I've run into- 1) Someone has mistakenly created an animation, and now they want it back to a still. 2) Modifying a texture or object when the scrubber is not at time 0 and messing up an object that you wanted to be static throughout an animation. 3) Wanting to start a new file for the next take/scene of an animation (all object postioned where they currently are) BTW falconperigot- I just tried your technique, and it does work. However, CS doesn't really do what it looks like it is doing- take a look at what it does to the .car file. All the old keyframe data hangs around. UUUUUgly! There are definitely dragons lurking in the timeline. Markd
Sorry, I somehow missed the entire first part of your post. It would definitely be useful to be able to shift key frames that way. Something to nock the first two off the list, and something I have yet to get use to myself, is the animate button. It might also be nice if you could set the state of it in preferences. EMC
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So while I was messing with tweeners, I did a little research on how they are stored in a .car file. The system turns out to be pretty simple. Since it seems to be a pretty regular occurence that someone wants to clear out all their keyframes, I figured I'd write it up. Right now it just covers position, rotation, and scaling. I'll check into shaders and morphing sometime next week. http://www.des-web.net/html/tutorials.html The Grand Plan of course, is to make a scene command that does all this automatically. ;-) Hope it is useful to someone! Markd