#Stop keyframes from blending.

7 messages · Page 1 of 1 (latest)

river estuary
#

For some reason, keyframes that are next to eachother that affect only certain body parts ex: key1 moves the arm down and key two moves the hips back. Will blend together causing key 1 to move the hips back aswell. This is stupid, they are seperate for a reason

unreal kiln
#

I'm not sure what you mean with this

river estuary
#

Hmm. Alr lemme try to explain. Say I want to move my hips to look at the floor. I make one keyframe for it. Then I make a second keyframe that makes me crouch down by only moving my legs. Instead of moving my hips THEN my legs, the game will “blend” the two keyframes together and cause me to bend over and crouch at the same time

bright jacinth
#

they are too close together

#

the body cant move the hips fast enough

zealous warren
#

Ah, I think I get what you mean.
That’s not really blending keyframes — it’s just that the previous instruction is still active.
The legs only follow their leg keyframes, and the hips only follow their hip keyframes. Unless you give the hips a new instruction, they’ll just keep executing the first one.
So basically, if you add a keyframe in the second action to reset the hips, that should fix the problem.

unreal kiln
#

Madda is right. Every Key frame (each one of those squares) represents a different bodypart. And every bodypart has its own "Path of action". Meaning, if you put a Hip Keyframe at 0:00 and then another Hip Keyframe at 0:50. it will interpolate the rotation of the hips from 0:00 to 0:50. If you add a Leg Keyframe at 0:25 and then at 0:75, it will interpolate the leg movement from 0:25 to 0:75

The final result will be:

  1. Hip starts moving at 0:00

  2. Leg starts moving at 0:25 (while hip is Half Way to its final position)

  3. Hip stops moving at 0:50 (while Leg is Half way to its final position)

  4. Leg stops moving at 0:75