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Rampa
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Rampa
Posted 10 Years Ago
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Last Active: Last Month
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Ahhh.... I see. That is odd. I tested it and got the same thing. It just completely fails to actually record the finger keys with the rest as you said. Interesting. The fingers are being treated as a completely separate track, and only taking input when they are manipulated, as you mentioned.
There is the separate hands track for motion clips. It's like it actually has a separate key track that is not affected by the body tracks.
At least it's really easy to set the finger keys to default by just closing and opening the hand again. Unexpected behavior though.
Good find! :)
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4u2ges
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4u2ges
Posted 10 Years Ago
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No, no, I understood you perfectly. But let me demonstrate what I mean: All key-frames are set in "full body". Movements flow is fine for shoulders and elbows. But not for fingers. He starts making fists probably from frame 2. Why? Keys for LFingers and RFingers are set for second and third key-frames. But there is nothing recorded there. And also note at the last key-frame there is only LFingers and RFingers are set, but it is still "Full body" mode. That is very inconvenient. I have to remember to record some slight fingers movement, just before I want to make a gesture with fingers.
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Rampa
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Rampa
Posted 10 Years Ago
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Sorry. I wasn't clear enough. Any part that ends up in a new location gets a key. That's what I should have typed instead of "move". But if you have "body part" selected, the IK chains stop at the shoulders and hips, thus precluding the torso keys.
The fingers can also be set without effecting anything else by using the hand adjustment portion of the "edit motion layer" panel.
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4u2ges
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4u2ges
Posted 10 Years Ago
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Group: Forum Members
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rampa (10/19/2016) When you use "full body", it will set keys for every part. If you use "body part, it will only set keys for parts that move.Yes, that is true Rampa, but not for fingers. With any part of the body movement, keys for fingers are visibly set in the timeline (while "full body" selected). But apparently they do not contain any information about current fingers position (until you actually move them). I think fingers are not part of the full body.
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Cary B
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Cary B
Posted 10 Years Ago
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Group: Forum Members
Last Active: 6 Months Ago
Posts: 478,
Visits: 3.8K
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Thanks, I'll give this a try as a workaround, but the tutorials I've seen make me think it wasn't designed to work this way and that there is some issue in how it is performing. Appreciate the hint very much. Cricky (10/18/2016) Hint: When you first use the Look At Constraint, have the character or object look at it, then immediately press "SET Free", to add a Set Free Key. If you do this in Frame One you can use this same key over and over as a SET FREE option.
Copy this (SET FREE Key) to your clipboard and then paste it before the frame where you actually want to have the LOOK At take place or happen. You can move that second SET FREE key to the left as far as needed to transition into the LOOK AT constraint, or leave it right next to the constraint for a SNAP Look at where the character or object pops to the constraint. REPEAT the Look at constraint key to hold the constraint, and then paste the SET FREE key afterwards to BREAK the constraint.
SET Free is assumed by the program without a key, so you have to have the character or object LOOK at first just so you can add a key for the SET Free to know it's even active.

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Rampa
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Rampa
Posted 10 Years Ago
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Group: Forum Members
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When you use "full body", it will set keys for every part. If you use "body part, it will only set keys for parts that move.
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4u2ges
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4u2ges
Posted 10 Years Ago
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Group: Forum Members
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Cricky (10/18/2016) Hint: When you first use the Look At Constraint, have the character or object look at it, then immediately press "SET Free"
This is sort of understandable. Starting point of the transition is required and if it is not there, transition would probably start at the very beginning. What I don't understand is why fingers animation behaves the same way. Every time you edit motion layer (Full Body), LFingers, RFingers keys are recorded on the timeline. Yet, if you did not move them on a previous key, transition for the very next key (where you actually move them) starts at the first key in animation (or anywhere in the past, where fingers movement were applied last). A bit annoying and I keep forgetting about it.
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Cricky
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Cricky
Posted 10 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 2.8K,
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Hint: When you first use the Look At Constraint, have the character or object look at it, then immediately press "SET Free", to add a Set Free Key. If you do this in Frame One you can use this same key over and over as a SET FREE option. Copy this (SET FREE Key) to your clipboard and then paste it before the frame where you actually want to have the LOOK At take place or happen. You can move that second SET FREE key to the left as far as needed to transition into the LOOK AT constraint, or leave it right next to the constraint for a SNAP Look at where the character or object pops to the constraint. REPEAT the Look at constraint key to hold the constraint, and then paste the SET FREE key afterwards to BREAK the constraint. SET Free is assumed by the program without a key, so you have to have the character or object LOOK at first just so you can add a key for the SET Free to know it's even active. Shadoesword (10/18/2016) Does anyone else have issues with the "look at" constraint? Specifically, when I use it, the constraint works to make a character look where I want. But,weirdly, it works throughout the whole timeline, even at points before I activated it. When I go to the constraint section of the timeline, it shows that the constraint is not in place in the earlier section, but the avatar behavior is as if the constraint were there throughout the whole timeline.
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Cary B
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Cary B
Posted 10 Years Ago
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Group: Forum Members
Last Active: 6 Months Ago
Posts: 478,
Visits: 3.8K
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Does anyone else have issues with the "look at" constraint? Specifically, when I use it, the constraint works to make a character look where I want. But,weirdly, it works throughout the whole timeline, even at points before I activated it. When I go to the constraint section of the timeline, it shows that the constraint is not in place in the earlier section, but the avatar behavior is as if the constraint were there throughout the whole timeline.

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wires
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wires
Posted 10 Years Ago
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Group: Forum Members
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Kingdom Geek (10/6/2016) Does anyone have any issues with loading iClone and your interface is missing animation and texture icons tabs on the top right? Closed and restarted iClone but still isn't working correctly and I have a big project to do. Smh!!
If you mean that the Modify Panel looks like this screen shot:  then this is normal. The Camera is active by default in the Modify panel when a Project is first opened, and Cameras do not have Animation or Material settings. The 2 "missing" tabs will be visible as soon as an item is selected on the stage, either by clicking on something or selecting it in the Scene tab first.
Gerry
System: Win 10 Pro (21H2), Asus X99-E WS, CPU i7-5930K -3,5 GHz, 32 GB DDR4 2666-16 RAM, NVidia GTX 1080 Ti GPU - 11 GB VRAM(Driver Studio-536.99), Samsung 850 Pro 512 GB SSD, 6 TB HD storage.
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