Photoshop :: 2d Rotation Animation
Apr 7, 2007
I'm trying to do a simple little emoticon animation: A ":-)" turning 90 degrees CW in CS2. I type in the text on a transparent background, get the animation panel, duplicate the frame and select the second frame.
Now, the idea is simply to rotate the layer/image in the second frame, leaving the first frame as it is. I'm able to move and do various other tweaking to the second frame independently of the first but not rotation. Can anybody tell me what I'm doing wrong?
(I tried making two different layers, one for each end state, and setting the visibility to 0% and 100% respectively, but this merely produced a fading in/out animation, not the rotation I was hoping for)
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Jul 15, 2011
When setting up a simple FK control curve on say the wrist for example, many times the control curve isn't exactly perpendicular to the local rotation axis of the joint movement, so when we position the control curve to be perpendicular to the joint - it has a rotational value added, but the rotational handles are lines up with the rotational handles of the joint that we want to move.
Freeze Transformations: then the control curves rotational handle go back to being skewed (out of alignment with the joints)
We want to Freeze transformations before constraining the curve, but we'd really to keep those rotations control handles to remain aligned with the joints rotational handles. This will make it an exact control when animating - grab the rotational handle of the curve, rotate it, and the joint will move exactly in the proper direction.
how to get the rotational handle of any control curve to run perpendicular to the shape after freezing transformations?
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Apr 19, 2013
In the timeline panel in CS6 EXTENDED, you have a video feature, where you can animate three things:
Position Style Opacity
What I would like to know, is: How can I animate rotation of a layer? I want to rotate my layer at an angle and animate it. But when I rotate, the first animation frame is also rotated, resulting in NO animation between the frames.
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Jun 4, 2011
i have a serious problem with biped (3dsmax 2009), it consist of two bugs in fact...
1 : when i open max scene the character change there's locations, so i have to enter "move all mode" and i change all the x,y,z and rotation value to zero, so the character return to its original position, when i save i open again it shows the same problem..so i have to render the scene locally without backburner..wich will take weeks
2: after rendering some scene i found the character freezing and not moving...when i delete the meshsmooth and re-assign a new one it works well, so is there a bug in meshsmooth ??
im really stack with these 2 problems ...i have installed sp1 all hot fix but no way..even when i open the scene with 3dsmax 2012.
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Aug 27, 2012
I want to do an animation of a subsea ROV operation with the props starting and stopping when the ROV moves. The props need to start shortly before the ROV actually starts its movement but I want to do this without having to animate the rotation every time. I want them to rotate the same RPMs every time and I want to have the freedom to start and stop when I need to.
3ds Max 2013/2014
Autodesk Inventor & AutoCAD
HP xw8600 Workstation
Windows 7 64Bit
Dual Intel Xeon 2.83 E5440 GHz
8.00 GB of Ram
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Sep 30, 2011
I set up SDKs on my character's fingers. Everything was working fine. Fingers rotated properly from the open hand "0" position to a closed fist at the "10" position. I have the hand set up as the Driver and the fingers as the driven.
I then wanted my IK arm to work in FK, so I went into my attribute editor for IK pole vector constraint and checked on "IK/FK Control". I did a few rotations of the elbow joint and everything seemed fine.
I then went back to do some work on my hand, and when I when to change the values in my channel box to get the hand to clench, the fingers did not rotate into a fist, but rather went in all directions.
I can get the hand to work correctly intermittently (when I go back to the bind pose), so I know the correct rotation information is there. I have tried deleting history and making sure translations are not set on the hand. Would this be a gimbal or a local vs. global orientation problem?
Also, a side question: I noticed that when I built the SDKs for the fingers, I had numerous "blendWeights" created. Are these weights involved with moving the fingers between the minimum and the maximum values you set in the SDK set-up process?
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Jan 21, 2012
I'm new to MAX and I'm having a bit of an issue. With the character I'm animating, I rotate and move limb with auto key on. Both position and rotation change as I scrub timeline, so I assume keys were created for both. However, when looking at curves in the curve editor I only see and am able to edit the rotation curves and not the translation ones. Channel is called 'Transform:R Limb' and shows xyz rotation curves. I need to access also translation keys! What is happening here??
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Feb 11, 2011
I need a biped to stay still in an animation for a few frames. What I'm doing is say I copy a pose from frame 10, then I want the biped to remain still until frame 40. So I paste the pose there and fix the feet keys. As a result the biped position is the same in both frames, but when I play the animation I get some unwanted rotations between these frames I can't get rid of.
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Jan 16, 2014
I used to do this all the time. Now I cant remember how to do it properly, if possible a screenshot of how to do the maths in the Parameter wiring box. Getting the circle to travel along this line without scripting.
What should have been a 5 minute job has turned into about an hour.
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Jan 4, 2011
I did the bones, but as you can see in the picture, the rotation not along the bone, is according to xyz, might be because i freeze them?
How can i rotate the bone accordingly? is there a way to rotate it local, and global like in Softimage?
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Jan 21, 2013
I'm having a strange problem using loaded .BIP file on a biped in 3D studio Max. The biped doesn't allow me to make rotation and translation changes on the head, attached bones and the feet and hands. This only occurs in the viewport!
Altering the rotation and translation keys in the biped workbench editor works fine. but obviously not very practical . I already tried to add a new layer above the current biped animation. But without successful results Also exporting the animation to a .BIP file and reassign it to the biped didn't work.
One thing I have done is using the motion flow system. After finalizing the animation I created an unified motion which is available in the flowgraph options. In order to convert the motion flow structure to real keys.
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Feb 6, 2011
I have an object that I want to rotate different.... not sure how to explain, it, but you can tell what I want by looking at the screenshot attached. I want the rotate to align with the cylinder. I've tried reset transformations, and the home key to move the pivot. I've also tried the different settings for the rotate settings and nothing is changing this angle. Is there a way to manually set this?
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Apr 14, 2012
i'm trying to make an object have a rotation animation.. i did this by making duplicates and rotating them different angles. When i save it and play the gif, it shows each frame show up and overlay one after the other. I want to only show one frame at a time. How do i do this? Here:
[URL]
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Sep 4, 2010
I am animating a ball right now, that is rolling all over the place. Would be cool to animate just the translation of an object and not to worry about rotation. Is there a way? Like.. through the expressions or set driven key? Also would be even better if rotation speed increased as the movement speed did.
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Jul 13, 2013
I have set rotation limits on all of my joints in a rig. But when I move the Ik handle, the joints all rotate in however they want.
What can I do to make it so that when I move the IK handle, the joints are constrained to their individual limits?
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Feb 19, 2012
I used to be able to create quick a makeshift skeleton for things like robots by parenting the objects that make up the robot to each other hierarchically. But the past few times I've tried to do the same thing, the child objects deform in weird ways when I rotate the parent. I looked and found a few references to this in forums, but not a single solution. The idea of going through and setting up either a proper skeleton, or parenting everything to group objects seems unnecessarily complex and frustrating when there was a simple solution before.
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Aug 23, 2013
I've created a mech robot and now I want to create a rig for it. But the problem is, that none of the joints are 'ball and socket joints'. So the joints can only rotate in one dimension, like a typical mechanical joint. My first solution was simply locking two out of three rotation axis for the bones and this works fine for FK animation. For IK animation however, it doesn't work. The locks are simply ignored.Is there any way to lock a rotation axis for an IK bone system?
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Aug 6, 2012
I've got a 2 bone chain that I have attached a spline IK to with a flex modifier on the spline. This was working pretty well however, once I skinned the mesh to these bones I noticed that when I rotated the 2nd bone it would seem to pop on a different axis. It was hard to spot at first because it popped between 2 frames, popped 90 degrees and seems to happen at the same rotation amount (can't recall exact degree at the moment).
I turned off the flex modifier and it is still popping so I'm assuming it is from the spline IK. Is there a way to prevent this?
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May 31, 2013
For some reason some of the joints in my character rig are displaying their local rotation axis and I am unable to turn them off. The usual Display>Transform Display>Local Rotation Axis doesn't do it. This doesn't apply to all joints, just some. This is very frustrating as it causes real clutter when rigging.
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Jan 1, 2011
I am busy working on rigging a character ( See attachment) to the best of my abilities and am running into some issues:
I have made a nurbs curve object which I intend to use as a controller in my rig, I have however modeled my character with his arms in a 45 degree angle so I snapped this particular object to the wrist and aligned it with the geometry...here comes the fun part , because it is a controller I wanted to have a clean channelbox zo I froze transformations which neatly sets every channel to 0, it also snaps the local axis to a world pivot orientation....
I went in componentmode pressed the question mark thingy and thought it was working..but it still alters the values in the channelbox.
I basically want the same rotation axes editing capabilities as I have with joints, I will try fiddling with that next, but I can't believe that this can't be solved any simpler.
See the image in the attachment
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Oct 18, 2010
how do you adjust the rotation axis of a joint. Attached is what am talking about.
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Apr 23, 2011
I am in the process of doing an animation for a PPT presentation. I have several series of images like the one attached which represents a card with some holes in it flat (if you like) on the desktop. I'd like to rotate the image 30 degrees about its vertical axis giving the (isometric) impression that it faces to the right (or left). Is there a functionality in Paint.NET which can achieve this?
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Apr 22, 2011
When I set up the Image based lighting in Mental Ray, and key the dome that is created to rotate in a animation, it is clearly rotating in the viewport, and when I render individual frames, it works, but when I batch render (confirming that the render range is set correctly) it renders each frame with the dome in the same position.
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Aug 28, 2012
I am having trouble with setting rotation to other then linear for the IK Controls, the FKs work fine. Is this some limitation, or option that I am missing ? Also, the keys are displayed as diamonds instead of the usual squares, so I guess there is some lock which I cannot find.
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Oct 1, 2010
So perhaps I'm missing something blindingly obvious, but in previous versions of Maya, I've been able to simply hit F8 and check the '?' icon to be able to go in and individually rotate Local Rotation Axis to be the way I want.
For some reason I cannot find how to do this now in 2011? I've only been able to do them using the auto-tool.
Looking for the steps I need to take to be able to manipulate the local rotation axis individually as I have in the past now?
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May 6, 2011
1. Windows/Animation Editors/HumanIK/Skeleton Generator - Generate Skeleton
2. Create control rig for it.
3. Set keys to rotate shoulder down and back.
Keys are linear by default and cannot be changed, except to "stepped". Clicking Spline, Auto, etc. Doesn't change anything. Works fine on translation curves. URL....I accidentally check the "force FIK curves to linear" button? It's totally killing our animation pipeline.
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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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Jul 27, 2012
I am making a template file having title block with fields. I use this template for creating layouts and sheets using Sheet Set Manager and the fields will be updated from the data of SSM. Now i would like to add a dynamic north block to my template. The block could be rotated (i have this block in file itself) and rotation angle could be inserted. Now how can i add a custom field to SSM so that i could set a rotation angle for the project and thus every new layout or sheet created using the template has the north block rotated with the angle mentioned in SSM.
Here is the file...........
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Jan 13, 2014
To summarize: It seems that compounding a path resets the rotation of the gradient to it's original degree of rotation.
Detailed version:
1. Create a shape.
2. Add a gradient fill. Note it's degree of rotation. Let's say it's set at 10°.
3. Now rotate the shape by any means (transform or rotate tool). Note the gradient degree of rotation has shifted the same amount as the shape was rotated (if it was rotated 50°, the gradient will show at 60°).
4. Make it a compound path.
5. Instantly the gradient shifts back to it's original degree of rotation of 10°.
It appears that when rotating a shape with a gradient, the rotation of the gradient is locked to the rotation of the shape. But when making it a compound shape it releases that lock and "remembers" it's original state. But that is only true as soon as you make it a compound path, but if you no go ahead and rotate it just a bit using the cursor (as opposed to selecting transform > rotate), the gradient will switch back to how you would expect it to rotate in the first place...
Workaround would be to make it a compound path before rotating the shape at all.
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Sep 21, 2011
I want to rotate a drawing in my paper space, but without rotating it in model space. So that I still can work on it easily in model space.
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May 15, 2007
I have a North Arrow that I would love to make into a dynamic block. I would like to be able to rotate the N that represents where the north direction is. But while rotating the N around the center of a circle I would like the letter itself to stay un-rotated. It seems simple, if I rotate the letter around the axis of a circle 90 deg, I would like the letter itself to rotate -90 deg on it's own axis. Of course this is easy to do manualy, but how do i do it so that rotation 1 automaticaly triggers rotation 2?
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