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Author Topic: Animation Keyframe Editing  (Read 6413 times)

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Animation Keyframe Editing
« on: »
and changing the timing of each keyframe by hand
A couple of days ago, Abramoff made me (after I asked) a utility that does this automatically (all operations: *, /, +, -).  :) But this utility has no translation.
With it  I accelerated animations for embercopter flags.
« Last Edit: August 25, 2015, 01:17:38 am by Kva3imoda »

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Re: Animation Keyframe Editing
« Reply #1 on: »
...a utility that does this automatically (all operations: *, /, +, -).  :)

Ooh! :P sounds nice. Use via command line?

(Sorry to go OT a bit Silver)


Re: Animation Keyframe Editing
« Reply #2 on: »
Ooh! :P sounds nice. Use via command line?
Nope.  :) It user-friendly. Now, I explained to him how we need this cool utility .
I wanted to share this, but waiting for the translation and some improvements.

Re: Animation Keyframe Editing
« Reply #3 on: »
Quote from: Phanjam
a keyframe editor
We called it Retimer.  :)

Re: Animation Keyframe Editing
« Reply #4 on: »
The idea is very very cool!

Remember a discussion before about "cutting" an animation so you can get only the frames you need? Can this tool help with that?  ::) hehe


Re: Animation Keyframe Editing
« Reply #5 on: »


1. Convert your animation *.skeleton to *.skeleton.xml using OgreXmlConverter
2. [Open] *.skeleton.xml
3. Choose [Action] and [Value]
4. Press [Run]
5. Change "name=" (if necessary)
6. [Save] it as *.*.skeleton.xml (use a new name if necessary)
7. Convert *.*.skeleton.xml to *.skeleton

Download Retimer

All thanks to Abramoff.  :)


Remember a discussion before about "cutting" an animation so you can get only the frames you need? Can this tool help with that?  ::) hehe
Yes, of course I remember it and I thought about it. I think you can use the substraction operation and then remove unnecessary frames.
For example, the desired frame begins at 3.13 - this means it must be 0. Use the utility and subtract 3.13 and delete all frames below zero.
« Last Edit: August 25, 2015, 03:25:55 am by Kva3imoda »

Re: Animation Keyframe Editing
« Reply #6 on: »
and then remove unnecessary frames.
I asked Abramoff and maybe we will do an automatic "Сutter".

Re: Animation Keyframe Editing
« Reply #7 on: »
You can use Retimer for animation inverting.  8)

For example, you have "Run" animation.
length="0.8"

Follow these steps:
1. [Action] = "-" ; [Value] = 0,8
2. [Run]
3. [Action] = "*" ; [Value] = -1
4. [Run]
5. Сhange length="0.8"(or not, if you removed the "length check" before)

Voila, you have inverted animation.  :)
« Last Edit: August 25, 2015, 04:57:27 am by Kva3imoda »

Re: Animation Keyframe Editing
« Reply #8 on: »
OMG this is SO COOL Kva! I am going to play with this on the weekend :D sadly that's the only time I'll have enough time >:(

Pls give Abramoff our thanks!


Re: Animation Keyframe Editing
« Reply #9 on: »
Now thats nice! Now we can make resurrection anims by inverting death anims ;)

Re: Animation Keyframe Editing
« Reply #10 on: »
by inverting death anims ;)
Yeah, right, yesterday I did it for TL1 Elemental. It looks satisfactory.  :)

Re: Animation Keyframe Editing
« Reply #11 on: »
Hmm... when I use this tool on the Bloatfang Boss's Special_Eat animation, I get an error saying
Code: [Select]
'0,16667' is not a valid floating point value.I set the Format Float to "0.######" (six pound signs instead of the default five) and tried * and / by 2 for the action. All attempts produced the same error.

When I searched the XML file (using Notepad++) for an instance of "0,", it failed to find any; the comma is likely arising somewhere in the code.

EDIT: The program crashes whenever it tries to handle a floating point number (somehow it seems to be converting decimals to commas).
« Last Edit: August 25, 2015, 08:00:41 pm by SilverNexus »
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Re: Animation Keyframe Editing
« Reply #12 on: »
You must use a point in  Format Float "0.######"
And a comma in Value.

Here there are some problems in the encodings in different languages. In Russia we always use a comma for Float.  :)

And you do not need more than 5# in Format Float. 0.00001 = 10 nanoseconds.  :)
« Last Edit: August 25, 2015, 08:27:03 pm by Kva3imoda »

Re: Animation Keyframe Editing
« Reply #13 on: »
You must use a point in  Format Float "0.######"
...
And you do not need more than 5# in Format Float. 0.00001 = 10 nanoseconds.

Made sure it had a point there (it does). I only adjusted the float format to six places because the animation had six places, so I erroneously thought it might fix the error.

Here there are some problems in the encodings in different languages. In Russia we always use a comma for Float.

Ah. Assuming this is a C# program (it looks like it easily could be), there should be some locale settings that Microsoft provides that (theoretically) should prevent the need for hardcoded commas. I haven't used them ever, so I don't know how good they are, but I know they exist.
If its not a C# program (it doesn't appear to have a managed assembly, so I still don't know), there might be locale wrappers somewhere by someone, depending on the language used, but I know even less at that point.
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Re: Animation Keyframe Editing
« Reply #14 on: »
I get an error
Abramoff has updated the utility. We need a test.  :)

and maybe we will do an automatic "Сutter".
Done. This feature is added in Retimer.

 

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