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Author Topic: BrawlBox Minor Animation Changes  (Read 13660 times)
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TheShyGuy
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    « on: June 20, 2014, 05:03:46 PM »


    The changes has been merged with BB .73 by libertyernie
    Download

    I made this about a month ago.  This is for animators, building on the last BB version from BlackJax. I made the edit after realizing that BB unwantingly changes adjacent keyframe's tangents after creating, deleting, or editing a key's value.

    --------------------------------------------

    I've added a few settings within the Interpolation Editor that helps with general BB animating.

    Display->Linear->Show/Edit Values As Linear
    -Any edits made from within the transform boxes, including copy/cut/paste buttons, and the 3D gizmos will begin editing from the seen linear values.  For example, when rotating the 3D gizmo, instead of the tool rotating to the bezier interpolated value before the rotation begins, causing bones to also move out of place, the gizmo and joint will remain in it's linear orientation.


    Options->GenerateTangents-> Alter Selected Tangent On Drag
    -Whether or not to actively change the selected key frame's tangents when dragged within the IPO editor.

    Options->GenerateTangents-> Alter Adjacent Tangents-> Key Frame Drag
    -Whether or not the adjacent tangents are actively generated after the current key frame has been dragged within the IPO edior

    Options->GenerateTangents-> Alter Adjacent Tangents-> Key Frame Create
    -Whether or not the adjacent tangents are actively generated when a key frame is created.  -IIRC, key frames are created even when the value is editted within the transform boxes or when using the 3D gizmo.

    Options->GenerateTangents->Alter Adjacent Tangents-> Key Frame Delete
    -Whether or not the adjacent tangents are actively generated after the current key frame has been deleted.


    --------------------------------------------


    Thats it haha.  All of these settings are checkable to enable/disable them.  These are very minor settings to help animators and remove some annoyances.

    I haven't used it much, but I'm uploading it for others that may find it more useful.

    --------------------------------------------

    Minor, other note.  IIRC, I've noticed that when importing animations from Maya, the tangents are changed/generated (I could be wrong).  I might look into this later if needed when I start importing my animations into BB- if I do.
    « Last Edit: June 26, 2014, 07:34:08 AM by TheShyGuy » Logged

    Nao-chan
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    « Reply #1 on: June 20, 2014, 06:31:44 PM »


    Okay I'm not the best when it comes to using all that BB has to offer. How do I even get into the Interpolation Editor? It's all greyed out when I select it.
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    TheShyGuy
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    « Reply #2 on: June 20, 2014, 06:35:26 PM »


    You gotta select a bone first I think.  I haven't used it in over a month though lol.  Open up an animation, select a bone, then the toolbar shouldn't be grayed out in the Interpolation Editor.  The settings apply globally....in hindsight, I see that putting it there probably wasn't the best place haha.  You don't have to keep the editor open afterwards.
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    « Reply #3 on: June 20, 2014, 06:38:21 PM »


    Oh, okay thanks.
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    « Reply #4 on: June 20, 2014, 06:43:04 PM »


    If your interested in modifying BBox, why not contribute to the current source?

    So far the only people who are to be contributing are me and libertyErnie, however Dantarion has commit access so he should be making surprise appearances now and then Smiley
    If you want to make changes you can just fork the repo, make changes, and make a pull request

    In any case, this looks neat. I'll have to check it out later today
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    TheShyGuy
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    « Reply #5 on: June 20, 2014, 06:53:29 PM »


    Thanks, if I make any more edits, I'll be sure to contribute. 
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    yi-shioon
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    « Reply #6 on: June 20, 2014, 08:53:50 PM »


    May I ask what are interpolation and tangents?
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    TheShyGuy
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    « Reply #7 on: June 20, 2014, 11:37:08 PM »


    Interpolation refers to when you have multiple keyframes and the program generates values in-between them.  In general, animation programs support linear, stepped/jumped/constant, and/or bezier interpolation

    Tangents appear when you have bezier interpolation.  They're basically just handles that affect the bezier curve's shape/path and thus affect the values generated in-between keyframes.

    You can get more in depth info about all the underlined with some research- Google.
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    « Reply #8 on: June 21, 2014, 05:48:13 PM »


    ooooh, this look something nice!

    but may I ask something, can you make the interpolation when copy-pasting all bones not screw up? like its linear and not negative force?
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    « Reply #9 on: June 21, 2014, 06:11:15 PM »


    Can you explain in enough detail about the issue so that I'm able to recreate it?  I just quickly checked and copy/pasting seems fine in linear mode
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    « Reply #10 on: May 17, 2018, 01:16:23 PM »


    Any chance you can reupload
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