How can I secure a sequence that has a steady movement throughout the whole thing? For example, I am trying to spin a asteroid 360 degrees, but when it reaches the end of it's animation, the turn slows to a stop for the final frame. Anyway to prevent this?
Take this export sequence compiled to gif (Finally found my settings for HQ gif too, yay).
Edit: To me it seems to start the sequence gaining velocity, and ending the sequence loosing velocity.
PPS: Finally got craters to rotate after rebuilding the whole fricken thing for a third time. What a mess, but hey, it's working this time.
Wow. Figured it out.
So for some reason, when I punch in my second key, at frame 50 for 360, it offsets frame 1 which was 0 to 3.46. I don't know why... Least hopefully that is it.
Go to "View", "Animation panel in new window", check the item that's animated and change the mode (bottom left) from TCB to linear.
Happy animation, Jordan!!! :) Cool, that there are some more, who like to animate...
Ooohhh! I didn't even think of the animation mode! Doh!
Thanks a bunch! And I've always wanted too. Though the things I "want to" would takes ages but I have really wanted to do some little space animations for a long time too. I used to do them in C4D, though much more simple planets lol
Trying to figure out how to do a realistic tumble right now with rotations... that doesn't look insane. xD
So, it keeps resetting to TCB no matter what. Why? Even if I set linear, test play and make sure it doesn't change, when I finish the sequence, and check the animation window, it's TCB again, and the sequence was rendered with TCB.
That's weird. I never had that problem. Do you see the change in the graph? I attached a screenshot of it.
hmm. I get a green bar, which does change, but the mode changes right back to TCB cause I'm rendering currently (but it does change the graph). All I did was key 0 and frame 50 on Y rotate.
Quote from: WAS on December 19, 2020, 01:40:56 AMbut the mode changes right back to TCB cause I'm rendering currently
Did I get that right? You're changing the mode WHILE you're rendering?
Quote from: Hannes on December 19, 2020, 01:50:05 AMQuote from: WAS on December 19, 2020, 01:40:56 AMbut the mode changes right back to TCB cause I'm rendering currently
Did I get that right? You're changing the mode WHILE you're rendering?
Nah just when you asked to see the curve thingy. Forgot i was rendering. But it still wont stick for a sequence even when setting up before a render.
Hmmmm, I have no idea... :(
It's not letting me set linear even when not rendering, too, but the graph changes slightly. It shows linear for a second, and switches back to TCB.
@Matt do you know what this could be?
Here is a gif, no render active.
Strange. What if you check the component in the graph, that's really animated? Y-axis for example. In your gifs I can see only one keyframe but no curve.
That's what I was doing in gif one and two. I expanded down to the XYZ and then selected Y (which is what is rotated). Gif 3 is just general from root of animation window, which does allow me to select Linear, and stays there while open, but when you close it, render, or re-open the project it's back to TCB.
There seems to be a bug with "Mixed" mode. The whole parameter should show as "Mixed" when its individual channels use different modes. When I the mode on channel X it works. When I change the Y or Z channels the dropdown is showing the mode of the X channel regardless of the mode I chose, but the graph changes to what I wanted. So I think the bug is in the dropdown but not the actual interpolation. Are you able to set the whole parameter to Linear? In your GIFs I can't see which channel or parameter you have selected (it appears none) so I don't know if you already tried this.
Here are the steps I am taking to directly target the rotation
With those T, C, B inputs, can I input anything in to force a linear effect?
You can set it to Linear if you select "Rotate by" (the group), not the Y channel. That's what I meant in my last post by "whole parameter". The bug seems to be with the dropdown menu on individual channels, even though it correctly updates the graph. (You can have different modes on each channel but the dropdown says the wrong thing.)
Thanks. That seems to set right. But at the same time, what if you didn't want X, Y, or Z to be TCB, but linear? Imagine something already in motion and adding another axis of rotation. That's actually what I had in mind with a impact event, adding a new vector of rotation. I suppose just another transform shader, but it will be working over the last, and not part of it's calculation for rotation.
As I said, individual channels can be changed (and you saw that the graph changed), it's just that the dropdown isn't behaving correctly.
Interesting. My exports were still in TCB mode when I was having this issue, and that's what I was doing (by channel).
This is the latest test on channel Y. As soon as you close the window, and open it again, it's back to TCB. If you render, it renders in TCB. If you open the project, it's back in TCB, etc.
Also why cant it be set from the root to govern all animation points? That doesnt work either but allows me to set linear.
Sorry, I'm unable to reproduce this. I just tested it now on a translation parameter with only the Y channel animated. Selecting the Y channel and changing the mode to Linear resulted in the plotted graph visibly changing to linear. Then I stepped through the animation in the main windows and it showed my object moving on a linear path. I rendered a sequence and that also showed linear movement. The only bug I can find is in the dropdown widget - yes the dropdown shows mode as TCB, but everything in the scene is moving in Linear like I wanted.
By the way, you can use the 'D' key in the graph editor (while the graph has mouse focus) to fit the curve to the graph.
Gave it one last try, doing exactly as you described and finally got it working. Though I still thought that's exactly what I was doing in the gifs but kept getting a TCB output. Strange. Thanks for the help. Also that focus key is very helpful.