Hi All,
I was playing around with the new H15.244.16 Pose library tools and wonder if I have found a bug. It is a new system and I'm not quite sure how it is suppose to work but it seems simple enough.
Create a Simple Male under the Character TAB.
Add a new Pose Library window type or convert and existing window.
Click on the Network browse button and choose the simplemale character from the list, this will populate the Poses box and present some pose options.
With your timeline on frame #1 click on the Fighting Prepared pose.
Move your timeline to frame #24 and click on the Karate Kick pose.
Scrub the timeline and only the arm changes.
Shouldn't all bones in the RIG animate?
As an end-user I expected a full pose morph.
[SOLVED]Pose Library Only Animates Some Bones?
2503 8 2- Enivob
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- goldfarb
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BAH!
ok, two things are happening here
1 - there shouldn't be any channels on the R IK Wrist Translate or Rotate
2 - when you apply a /Pose/ they're not auto keyed - unless a channel already exists on that parameter
so in this case the arm is animating between frame 1 and 24 - which is wrong, but that the poses are being applied without keying is correct.
to get the behaviour you're expecting:
select the simplemale
hotkey - k (to key all channels) - this fixes #2
at frame 1 apply the Fighting Prepared pose
at frame 24 apply the Karate Kick pose
I'll re-save the Karate Kick pose so it doesn't make those channels, this should be fixed in tomorrow build.
ok, two things are happening here
1 - there shouldn't be any channels on the R IK Wrist Translate or Rotate
2 - when you apply a /Pose/ they're not auto keyed - unless a channel already exists on that parameter
so in this case the arm is animating between frame 1 and 24 - which is wrong, but that the poses are being applied without keying is correct.
to get the behaviour you're expecting:
select the simplemale
hotkey - k (to key all channels) - this fixes #2
at frame 1 apply the Fighting Prepared pose
at frame 24 apply the Karate Kick pose
I'll re-save the Karate Kick pose so it doesn't make those channels, this should be fixed in tomorrow build.
- Werner Ziemerink
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Quick question on the simple rig.
We find it realy hard to select some of the controls directly on the character (spine circle nulls and other).
Almost as if the clicks does not register. Rectangle drag select sometimes works better.
Rotating the viewport and retrying eventualy works.
Tested on multiple sytems.
Any idea?
We find it realy hard to select some of the controls directly on the character (spine circle nulls and other).
Almost as if the clicks does not register. Rectangle drag select sometimes works better.
Rotating the viewport and retrying eventualy works.
Tested on multiple sytems.
Any idea?
- digitallysane
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Werner ZiemerinkHappens here as well with a completely different rig.
Quick question on the simple rig.
We find it realy hard to select some of the controls directly on the character (spine circle nulls and other).
Almost as if the clicks does not register. Rectangle drag select sometimes works better.
Rotating the viewport and retrying eventualy works.
Tested on multiple sytems.
Any idea?
Thought is because our custom geometry nulls, but seems that's not the case.
- Andy_23
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digitallysaneI stumbled upon this yesterday during rigging.Werner ZiemerinkHappens here as well with a completely different rig.
Quick question on the simple rig.
We find it realy hard to select some of the controls directly on the character (spine circle nulls and other).
Almost as if the clicks does not register. Rectangle drag select sometimes works better.
Rotating the viewport and retrying eventualy works.
Tested on multiple sytems.
Any idea?
Thought is because our custom geometry nulls, but seems that's not the case.
It seems when using custom geometry on nulls, click selecting doesn't register only drag selecting. Also, nulls with custom geometry do not pre-select highlight.
Anyone else? I was going to file this bug later today.
Cheers,
Andy
- goldfarb
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- Werner Ziemerink
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- Enivob
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- goldfarb
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