Maya Animation :: Trying To Move Bezier Handles In Graph Editor
Apr 4, 2011
in C4D i can move the bezier to make the animation softer but in maya i can only move the point i click, try do middle mouse the bezier to move and i cant i know.
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May 30, 2013
I am using HumanIK with Graph Editor to animate my character. First I create pose to pose and then I go to the Graph Editor to set the timing of the animation. In the Graph Editor I drag select multiple keys to get the timing correct. Then I go to the timeSlider and copy/paste keys to make some tweaking. And here we have the problem! When I copy key/keys all are good, but when I am going to paste key/keys Maya give me a fatal error!
Reproducible:
Make a default skeleton from the Character Controls menu and then make a Control Rig. Select HipsEffector set keys on frame 1, 12 and 24. Then in the Character Controls menu go to the Controls tap and left mouse click in the empty space next to the Character image to select all. Now open up the Graph Editor and select all the keys on frame 12 and with the Move Tool shift middle drag the keys to the right.
If you at this point go to the timeSlider and copy key frame 12 and paste it somewhere in the timeSlider Maya gets a fatal error pop up.
If the action shift middle drag with the Move Tool hasn't been used then Maya haven't popped up with the fatal error!
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Jun 1, 2011
I've got a problem with the graph editor in 2012 changing the values of my curves when I retime the curves. Basically, when I select all the controlers in my character rig, the go to move each set of keys over 2-3 frames, the curve values change. So the walk cycle essentially breaks, and my feet end up further in front, and the y trans value flattens out.
I've just installed hot fix 2, and that hasn't changed it. This has worked fine in every version of Maya i've used since version 3. Is it an 'new option' that i need to turn off I don't know about?
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May 13, 2011
I'm doing a walk cycle. and I have 2 feet. I have to manually switch in the numbers that result in a graph that is basically identical but with a horizontal and vertical flip.
instead of manually typing in the numbers I'd like to copy one set of keys and paste it onto the second foot. I know I can get a vertical flip by doing *=-1 but is there a way to get a horizontal flip also?
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May 6, 2013
I'd like to know if it is possible to add multiple keys on multiple curves in one step in graph editor as marked on attached image.
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Nov 17, 2011
I have a object divided to multiple parts, nearly 150, and when animating the rotation or any attribute I want some spacing between the keyframes, so that the second part starts moving after the first one by 5 frames, and it's about 150 objects, and i don' t want do it all manually, Is there any script or technique that could speed up my workflow.
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Sep 23, 2013
After animating, controls will not show up in the graph editor for fine tuning.
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Oct 5, 2011
Say I have a series of keys, and I want to add exactly 1 or 2 spaces in between each key. is there a way to do that? rather than selecting chunks at a time and spacing them apart... like +=2 will move all the selected keys over 2 spaces all together. maybe theres a code that moves them with an offset?
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Mar 5, 2012
My Animation Graph Editor is only showing one animation curve (for one attribute) at a time after I have set multiple keyframes for the character set and various attributes. I select multiple attributes, and hit View-Frame All, and it only shows the top attribute of the selected attributes as one curve.
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Feb 1, 2012
I tried it by cycling U-value through graph editor, but not getting cycle.
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Apr 10, 2011
I have a hard time copying/pasting graph editor curves from a scene to another, since it`s only a specific part of the timeline, is there some basic rules that are to be observed for things to work properly? Yes after a thousand tries i`m going to have to edit every darn ecking curves accordingly to those i wanted to copy.
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Apr 7, 2011
This is a pretty basic function in the Graph Editor.
All I want to do is copy some keyframes at one point to farther down the timeline IN the graph editor. Basically, select some keys, move to a new time and paste those same values. When I paste, all it does is add keys to the existing curve. I haven't used maya in awhile (2008 version), but I'm PRETTY sure this function was available. Why doesn't it work in 2011?
I've searched online, I've tried copying, moving to new time, create some keys, select them and then paste over them, but still doesn't work. And yeah, I know about the middle mouse button time slide trick, which is a workaround but doesn't work if you're copying multiple keys over time. I want to be able to do this BASIC function. What's the deal? On a Mac.
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Nov 30, 2012
I'm using CS5 on a PC. I should preface this by saying it's been a long time since I used a vector graphics program, and when I did, it was Macromedia Freehand.
I am creating an object using the pen tool, and I'd like to adjust the curves on either side of an anchor point independently of one another. There was a function to do this in Freehand, but I can't seem to find it's Illustrator equivalent.
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Apr 18, 2013
My current scene has 10 animation layers for a character, and seeing every f-curve from all layers, although grey and locked, when I only need to see the f-curves in layer I'm working on is really cluttering the graph editor. My current work around is selecting my active layer in the Layer Editor every time I select a rig control. Simple enough, but a pretty inefficient way of working. I can't seem to find a setting that allows me to just see ONLY the fcurves in the active layer. I imagine some of you out there may have hundreds of animations for a single game character.
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Mar 20, 2012
This happened recently. No matter what preferences I reset or options I click it wont show all the attributes. I go to the school, file is fine. I can see everything when I select control handles.
I uninstalled everything, cleaned registry. rebooted. reinstalled. Still have the problem. It should show all the attributes for translate and rotation. I tried the same file on different computers and it shows them all selected.
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Aug 7, 2013
I've been using Maya's HumanIK function for my model for a game I'm building. I began doing some animation, but I'm running into multiple problems. I've noticed for a while now that moving the IK handles with values from the channel box is a complete waste of time. It is unresponsive to the Channel Box numbers and how I can make it so it is. The only way to make the IKs move is to move or rotate them directly on the model with the basic manipulator tools.
Not only that, but did the animation, which for now is an idle breathing stance, between frames the animation moves on its own, beyond the scope of what I told it to move, even when its between two of the exact same frames. I haven't animated in a while, so I can't remember how I used to fix this, but since I know a bit more about animation now, I dabbled into my Graph Editor. Moving the curves have no effect on the animation either and I can't change the tangents nor use the smoothing handles.
The closest thing I found was something saying to change my Animation Settings in the Preferences to make the HIK curve default to Independent Euler-Angle curves, but that doesn't seem to work either.
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May 11, 2011
I have this scene with two characters, if i select a node (i.e. the hip control) and go to the graph editor it only shows one tangent. Even if i select a bunch of them in the left panel it only shows one! It seems like a bug to me because this file works fine in 2011.
I'm an Animation Mentor student and the staff have no clue of what's going on. They just advised me to stick with a working maya version for the moment, but maya 2011 is very slow for my computer.
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Sep 20, 2013
I am single-clicking on the path the way you are supposed to to add a single corner point—and instead bezier handles automatically keep appearing.
I then have to use the conversion tool before I can use the point. How can I add an anchor point to a path without getting the handles?
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Oct 7, 2012
Any way of selecting an individual bezier handle and moving it by increments using the arrow buttons on the keyboard, (in a similar way to moving an individual point)? At the moment, I have two handles on different adjacent points selected, and am able to move them incrementally using the direct selection tool and the arrow keys, but I don't know how they originally came to be selected (I discovered that they were accidentally), or how to transfer the selection to another handle. I'm using CS6.
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Apr 8, 2011
so in the texture editor. as far as i know we can only move the verts around (with F12). we can select edges, to see where they relate on the mesh, but we can't move them. is there any way to move edges of the layout??
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Apr 14, 2012
I'm trying to connect. On the inputs, I'm loading the control curve, on the outputs, the cluster.
I'm trying to connect the translate values.
However, it doesn't allow me to select the input first. I can select the output first, but that puts the connection backwards.
I don't see why a control curve can't be connected to a cluster? Or is something wrong with my Connection Editor?
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Feb 19, 2011
how you can re-open a clip in the Trax editor so you can edit the original function curves?
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Nov 2, 2011
I've used Trax to create a number of animation clips for a character in a video game. I can create more complex animations by arranging several of these in the Trax editor and setting blends.
What I would like to know is: can I select several scheduled clips in the Trax editor and turn those into a single clip? Like if I had two walk cycles that blend into a jump, could I select those and create a single walk-then-jump clip which would appear in the visor, and which I could then drag into the Trax editor as a single unit?
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May 5, 2011
I´d like to know how to move/displace multiple objects (in this case bricks) like it is done in this animation (at approx. 0:15 sec) [URL].I tried to reconstruct the effect using bigger bricks and tangent constraints, which worked kinda ok but I had to constrain every single brick manually which was rather time consuming and definitely not the approach they must have had used. Is there a way to achieve similar effect (pref. without scripting)?
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Nov 14, 2013
I wanted to make a walk cycle animation, How to move a character up and down without affecting the feet position?
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Jan 7, 2011
My current goal is to specify the rotation and translation of an object using a text file full of numbers. I have been told that I should import a "move" file. However, I can't seem to find any kind of reference about the move file format or how to use it. I see in the import dialog box that there is a file type called "move" but I don't know how to format the data that I put into the "move" file.
Also, I tried to export a "move" file so I could take a look at what Maya generates, but I keep getting the error "// Error: Could not save file "C:/My Documents/maya/projects/body_in_ocean/scenes/examplemove.mov".
I created a group with my object in one file, referenced it in my working file, moved the group around and set some keys in the working file, but I can't seem to export any move data. How to get this to work?
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Feb 15, 2014
I have created a test bezier curve in Adobe Photoshop, saved it as a .ai file for import into Maya, and imported the curve successfully. However when I try to revolve it to create a sculpture, it revolves around a pivot point which is in the middle of the scene. Is this error because of the .ai file format? I don't have Illustrator as such, just using a .ai export from PSD so I can use PSD which I know better - to get the curve in the first place. Is there a way to look at the curve in an editor of some sort and precicesly locate the pivor point, reset it etc? The file is also not yet in a default project, as I'm just testing first. I am a rank beginner, having used Maya for 4 months, 8 years ago, and now need to learn the program for work.
Additional notes: I did get the revolve to work by manually moving the pivot point but it wasn't very precise, and I'd like to know how to do this ahead of time as I have to make quite a lot of these...
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Apr 11, 2013
I've created a bezier shape by setting pen to shape mode, set no fill, set stroke and stroke color. as descibed by posteer "Conroy" in a different thread.
I succedded in following an existing line (in a psd document) making one wavey line much heavier by using a bezier shape that fit it using the above settings.
Now I want to copy and move that shape over another faint line to make it much more visible in the same way.
In the inlined image the heavy wavy line on viewers right is the bezier shape made as described. I want to copy it and paste it over the other wavy line on the viewers left... you can see how faint it is.... I could think of no better way to make them heavier and more visible.
I'm not finding a handy way to copy paste the heavy shape/line. How can that be done.
Is there a better way to do this from the start... that is, make the faint lines in psd document heavier and more visible.
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May 16, 2013
how i can reset selection Handles...so they are back in the middle of an Object and zero out.
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Apr 18, 2013
How can I move both handles symmetrically after the initial point is set?
pen tool:
1) drop a point
2) drop another point and drag (both handles move symmetrically in distance from point and angle)
3) finish your shape
4) switch to Direct Selection Tool
5) select one of the new points and move the handles (angle changes but distance from does not)
Here's a quick vid
[URL].........
I run in to this all the time. I'll quickly set top of a curve, make a mistake and then want to go back and symmetrically extended both handles. Right now I have to set the distance on each side independently and it's never perfectly symmetrical again.
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Apr 29, 2009
handles on the move tool aren't displaying. The bounding box is checked but there's nothing to grab to resize the selection.
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