Hi all, I cant seem to find an easy way to just paste a pose on a layer to affect an animation, the only way I found is with the nla editor but the result are very unexpectable. Usually in any software packages there are animation layers, you add a layer and from that layer any bone you move you can see the result from the playback…(when keying it of course)
are there any way to do the same in blender?
I thought that pressing TAB when on an action strip in the nla editor was the solution, but i paste a pose I key it but when i move the slider the pose slightly changes, tried a couple of blending option for the strip as well.
anyone has an idea if there is an animation layer system that resemble other software packages? is there another way of doing that besides the nla editor, because right now its not very intuitive, to work with mocap its next to useless really.
yeah thanks I’ve watched this video already, the problem is not retargeting the data, the problem is tweaking the data. but even with keyframe animation one would want a layer system much like motionbuilder or 3dsmax… which I cant find a way to do in blender i must be missing something.
The NLA editor is fairly advanced, and does the things you mention, but I have only seen one decent tutorial on it – the new animation fundamentals from Blender cookie. It’s discussed in several Blender books though – but all these cost money.
I honestly rarely use it so that’s the best help I can give
…the problem is tweaking the data. but even with keyframe animation one would want a layer system much like motionbuilder or 3dsmax… which I cant find a way to do in blender i must be missing something.
Your terminology may the the issue here. “Layer system” is confusing us. So…
The NLA Editor (non linear animation) is used to layer actions (example layer a hand wave action over a walk cycle action to get a hand waving walk cycle).
You mentioned tweaking animation so I think you’re looking for…
The Dopesheet to work with keyframes of the animation channels (bones, objects, whatever). The Action Editor is in this window as well (selected via the Dopesheet window header). That’s the same thing but separate animations can be saved (actions) which can be layered in the NLA editor or used in game engines or driven as part of an armature / animation rig.
The Graph Editor is where you find the keyframe curves of the animation channels.
There’s you some keywords to search out. Btw the 2.6 wiki manual is not in very good shape yet so Google is probably your best bet to find info on these editors. Or sit through a good animation editor tutorial at Blender Cookie or somewhere.
yeah I used the term layer because its what is being used in other software i know and I was hoping someone would tell me blender equivalent if there is, the closest thing I found to it was the nla editor, but it does not react like I would expect. here is a video that shows what is the behavior in other softwares
yeah ive looked at a couple tutorials I’ve found on the nla editor but they were pretty dated and not really covering what I am looking for. but yeah I know what a graph editor and a dopesheet is, ive looked in there to see if there is layers with no success(like mobu layers can be access from the graph editor)
I think you need to make two actions, simple bend and hook. And then use NLE to mix the two. You only have one action and mixing it with live animation?