ideas? pick up cycle
Posted: Mon Jun 20, 2011 11:12 pm
sometimes (often) I set up a cycle (say a walk) which takes control of all the bones. Then say I customise some bones at a particular time (say a wave of the hand) but at the end I want the arm to go back to it's cycle position and continue as though I didn't interupt it... I can't work out how to do this, maybe it's possible with a script?
Work out where in a cycle selected bones would be, and put them 'back on track'?
It would be almost like cycles work on a seperate 'layer' of animation that can be over-ridden and then reactivated without interruption, so specific bone movements don't break the relationship of said bones to the cycle.
obvious answer is morph dials... with a complex rig realtime preview is lost
Any advice greatly appreciated!
Work out where in a cycle selected bones would be, and put them 'back on track'?
It would be almost like cycles work on a seperate 'layer' of animation that can be over-ridden and then reactivated without interruption, so specific bone movements don't break the relationship of said bones to the cycle.
obvious answer is morph dials... with a complex rig realtime preview is lost

Any advice greatly appreciated!