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Animation keyframe limit

 
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tatts
DeleD PRO user


Joined: 21 Dec 2006
Posts: 94

PostPosted: Mon Apr 27, 2009 12:30 pm    Post subject: Animation keyframe limit Reply with quote

Sinse the keyframes are limited. Is it possible to atleast set the limit to 60 frames instead of 50. Usually I always work with 30 to 60 for a single animation. thanks .........tatts
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Mon Apr 27, 2009 12:39 pm    Post subject: Reply with quote

Yes, click on the Animation item in the Item Creation treeview and set the creation properties in the lowerright window (below the treeview).

Also, you can copy/paste frames (also normal frames) too.
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tatts
DeleD PRO user


Joined: 21 Dec 2006
Posts: 94

PostPosted: Mon Apr 27, 2009 1:46 pm    Post subject: Reply with quote

Quote:
Yes, click on the Animation item in the Item Creation treeview and set the creation properties in the lowerright window (below the treeview).


Thank you, I was just using the arrows to increase the frames but it only went up to 50. I just typed in the limit and that worked.

Quote:
Also, you can copy/paste frames (also normal frames) too.


Thank you that is good to know, comes in handy for characters and other things.

Is there an actual limit to how many frames of animation you can have?
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Mon Apr 27, 2009 4:17 pm    Post subject: Reply with quote

Quote:
Is there an actual limit to how many frames of animation you can have?


No, there isn't. It's just practical to keep the number of frames relatively low (like, under 100) and simply divide your total animation over a specific number of animations. For example, if you want your robot (or whatever) to walk and then sit down, you would make two animations. One walking and one sitting robot. This breaks up your total number of frames which makes them easier to manage. In a game engine, you would tell the robot to play those two animations right after each other, using some scripting language, or whatever.

Another reason would be the slider having difficulties showing all frames at once. There are only that many vertical bars on a slider possible, of course. Wink

Btw, I should probably raise the number from 50 to 100 or something when you use the up/down buttons. Or just remove those buttons all together.
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tatts
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Joined: 21 Dec 2006
Posts: 94

PostPosted: Mon Apr 27, 2009 8:20 pm    Post subject: Reply with quote

Quote:
I should probably raise the number from 50 to 100 or something when you use the up/down buttons. Or just remove those buttons all together.


Well, a 100 I think would be better than just fifty. But really I was just being momentarily lazy when I used the up and down button. really there is no need for it. It is easier to just type in the value.

I understand about having the animations separate, it really does make sense. In DBPro, usually you would refer to animation sequences by frame rather than the animations title. I've seen characters have as much as near 2000 frames of animation. Usually when I've seen animations split into individual titles, their usually saved as separate objects as well. Not sure how that would work in DBpro as being a single file with different titles rather than one long animation sequence. we'll have to see once the export is done. hopefully a directx export Smile

Really though, I can't see myself doing anything other than mechanical animations anyway. They usually only have one animation sequence so either way i'm all good.
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