animation key

laverdet_943f1f7da1laverdet_943f1f7da1 Posts: 252
edited December 1969 in Carrara Discussion

Hi!!! it's a very basic question: to get fluid moves, bezier tweener are more powerful than linear ? overall, what are the advantages and minus of each???

Comments

  • DUDUDUDU Posts: 1,945
    edited December 1969

    Basic question too: which kind of fluids?
    If it is a waterfall or chocolate which one pours on a cake, it is not the same thing… It is necessary to refer to the real life and the graph editor is your best friend in all the cases.
    With what do make you your fluids?

  • laverdet_943f1f7da1laverdet_943f1f7da1 Posts: 252
    edited December 1969

    oh, sorry for my English!!! I just mean: fluent, smooth animation...- not "fluids" like water... )

  • DUDUDUDU Posts: 1,945
    edited December 1969

    When I read again your question, it is correctly posed, one can understand it in the two directions.
    Bezier is increasingly more fluid in the transitions but sometimes, it creates us surprises!
    You should open your graph editor then, it is easy and intuitive.

  • wetcircuitwetcircuit Posts: 0
    edited December 1969

    Sometimes Bezier can "over-shoot" the target. This was especially a problem with the early versions of the MIMIC plugin, blink would invert the eyelids if your tweener default was set to bezier - meanwhile the head movements look like a bad robot using Linear.... Now we can select a whole timeline and change all the tweeners at once, but you couldn't do that at the time....

    The graph editor should give you a good idea where any problems might be, and allow you to correct them visually... It really depends on a case-by-case basis which tweener will be correct.

    Also, for "fluid" movements (not moving fluids, lol) remember ANIMATION PATHS.... You can use IK chains and a target helper object to track, so (for instance) you can animate an object smoothly, then IK attach a hand to it....

    Also consider PUPPETEER as an animation tool that can create smooth expressive movements from 2 or more "poses"

  • DartanbeckDartanbeck Posts: 21,543
    edited December 1969

    It also depends upon the particular animation. Consider this:

    Key after key along the timeline. If you have an animation built up of many keys that are somewhat far away from each other, like Holly said, a Bezier might cause one or more of the animated changes to go too far away from what you've originally wanted. Whereas if you only had two or three keys to deal with over a three second period, it might stay much more nicely in control, even using a Bezier.

    Closer together -
    Sometimes a person will start to try and counter the affects of a bezier by placing more keys in between. Sometimes this might fix it, but often times you'll find it much easier (and certainly more predictable) by using linear and then adding more accentuation using more tweeners in-between.

    AniBlocks imported into Carrara are recommended to be using Linear tweeners, for example.

    DuDu mentions the graph editor, which is an exciting prospect for really getting involved with your tweeners. But also just the simple fade in and out control sliders can really help to tweak out what is going on - especially when you really want the ease of having less keyframes by using a Bezier, but it's not quite giving the results you want. Changing the in and out sensitivity on a bezier can sometimes completely fix what was screwy with it.

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