Imagine for a moment that you were using a switch layer with smooth interpolation. The responsibility on anticipate what do you obtain when you interpolate between two switch layers is your responsibility. If you don't like an intermediate pose just modify the points of the vector switch layer. Where? in the frame 0 I guess. Here the same but instead of frame 0 do it in its own frame.slice11217 wrote:Well see, this is partly what I'm addressing: if I'm animating and I run into a problem (which happens far more frequently than I'd like for it to), and I need a pose that I didn't anticipate then I'm screwed. The script as it stands right now requires that you anticipate everything you're going to need up front. I don't know about anyone else but this is very difficult to do.Genete wrote: First you store a fixed (but can be modified) number of poses in the first frames (they can be stored in the negative frames after fantastic heyvern discovery.
This script doesn't produce any point motion keyframe. It only would parse the relative bone motion to produce weighted interpolated poses. If you want to fix the point motion to produce its own keyframes you can do it using this or other script. It could solve partially the problem you have. Your work flow would be this:I tried the following but it didn't work: using DarthFurby's head turn file with the script applied to it, I went to one of the vector layers. I picked a random point on the timeline and set a keyframe on the point motion. Then I went to another random point on the timeline and set another, making sure that the two poses would be quite different. My hypothesis was that if I set the two keyframes on the point motion and then removed the script from the layer, that the animation would hold. Alas, it did not.
1) Animate the main poses using bone motion.
2) Grab the point motion keyframes.
3) Remove the script.
4) Fix some intermediate poses you don't like. You'll need to fix each frame because there is a keyframe in each frame.
Child vector layer as also fixed, but less so. While a child vector is selected I can set point motion animation but while it is interpolating from one child to another, I cannot.Genete wrote: They are like the child vector layers of a switch layer but they are fixed. They have not option to have a animation by the time as far as it hasn't its own time line.
You cannot do that with switch layers but you can modify the origin or the destiny interpolation vector children meanwhile it is interpolating with the ability to place the particular point(s) in the particular place. Later you can recover the original shape of the vector child just copying its keyframe form the frame 0 when needed.
you're right. The problem is the weight function. it discards every other pose that is far from the selector bone length. It should be more kinds of weighted interpolations for each pose, even influence each weight with the pose bone length, what would give you more flexibility interpolating poses.I've never been able to combine more than two switch child vector layers at any time. Moreover, the only visual control of an interpolated pose that's available is the timing of it, and I'd personally prefer to be able to manipulate the ease the in/out of that manually.Genete wrote: There are two benefits from the usage of switch layers:
1) Visual control of the interpolated pose
2) You can stop at any intermediate pose and / or can combine several poses at the same time.
The rest of the post has been replied by heyvern.
You're welcome!Anyway, hopefully this makes it a little clearer as to what I'm thinking about. I like the script, I just want more!
-S
