pack opened this issue on Jan 13, 2000 ยท 4 posts
pack posted Thu, 13 January 2000 at 4:10 PM
visque posted Thu, 13 January 2000 at 4:17 PM
You can also use the graph. I have found that it gives me better control over individual parts/tweaks. Good Luck, Visque
EdW posted Thu, 13 January 2000 at 4:36 PM
You can also expand each body part in the animation pallette and apply the type of interpolation you need for each parameter. Can really help if you need to keep some part from moving during another action. Each parameter can have different and multiple interpolations. Happy Animating EdW
pack posted Thu, 13 January 2000 at 5:39 PM
Point taken. I'm only speaking in general. Wasted too much time. Think about how many graphs there. Every dial for each separate body part, between every keyframe. Frames are screaming past at 30 fps. You never know what went wacky. Could have been up the IK chain, maybe down. Plus there could be 1000 keyframes to keep track of, & you looked in the wrong frame section. Been there. If you're doing any length of animation, you don't need to be looking for a needle in a haystack everytime you turn around. Just going where I told ya, & behave yourself. I never noticed Linear Interpolation to be that abrupt. Much easier to fix than tracking down loose splines. But splines are certainly best if they could be kept on a tighter leash.