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Question Is there any way I can move a person and keep them in their original pose with Timeline?

leke

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I want to pan one person, but if I move the root node directly, it doesn't fit the timeline because there are other animations based on the position of the root node.

Is there any way I can move a person and keep them in the same pose all the time without moving the person's root? Thanks!

Edit: I want to animate the process of the person being moved with Timeline.
 
Maybe it works if you parent the person to an empty atom and move the control of that atom in timeline.
That should do both, move the person along the empty atoms path and along the path you already made for the persons root node.
 
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Archimedes:

'Give me a lever long enough and a fulcrum on which to place it, and I shall move the world.'

 
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I want to pan one person, but if I move the root node directly, it doesn't fit the timeline because there are other animations based on the position of the root node.

Is there any way I can move a person and keep them in the same pose all the time without moving the person's root? Thanks!

Edit: I want to animate the process of the person being moved with Timeline.

How would you do that? Either there's root animation or there's not.
What you're asking would be to dynamically update all the nodes all the time... i'm not sure I understand what you want to achieve.
 
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You are right, and I am just curious whether it can be achieved.
How would you do that? Either there's root animation or there's not.
What you're asking would be to dynamically update all the nodes all the time... i'm not sure I understand what you want to achieve.You
 
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Maybe it works if you parent the person to an empty atom and move the control of that atom in timeline.
That should do both, move the person along the empty atoms path and along the path you already made for the persons root node.
Thanks! I will try it.
 
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You are right, and I am just curious whether it can be achieved.

If you're asking a question, there's a goal behind that. If you want potential useful answer, it's important to know what you want to achieve. Some things can be achieved, some can't.

Hence why I'm asking, to actually give you a proper valid answer if I can.


Maybe it works if you parent the person to an empty atom and move the control of that atom in timeline.
That should do both, move the person along the empty atoms path and along the path you already made for the persons root node.

Probably won't be really clean as moving a parent will produce physical response from the nodes of the characters. Depending on the speed of the parent you will have an effect where you would feel like the gravity is changing on the limbs/body.
 
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Probably won't be really clean as moving a parent will produce physical response from the nodes of the characters. Depending on the speed of the parent you will have an effect where you would feel like the gravity is changing on the limbs/body.

I see, yes. But is that different from how body parts react to an animated root control?
 
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I see, yes. But is that different from how body parts react to an animated root control?

Nope. I actually don't know how it's even fixing the original problem as it's the same thing as moving the root lol
 
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Animating the root node causes issues anyway. I found out when doing one of my scenes that the hair sim and clothing sim lags a little and can make clothing slip. That's why I said "move the world". I was being a bit cryptic, but that is how I do all of my walking animations. If the character is just standing in place going through the stepping motions, moving the cua of the environment in the opposite direction at the right speed gives the best looking motion, and keeps the camera pinned on the person. It takes a bit of trial and error to get the speed to blend with the motion of the feet.

It's been a while, but that's how I did Rhea walking over the bridge in Drums in the Deep 1, and the fire rush effect/Balrog's Run in Part 2.
 
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Animating the root node causes issues anyway. I found out when doing one of my scenes that the hair sim and clothing sim lags a little and can make clothing slip. That's why I said "move the world". I was being a bit cryptic, but that is how I do all of my walking animations. If the character is just standing in place going through the stepping motions, moving the cua of the environment in the opposite direction at the right speed gives the best looking motion, and keeps the camera pinned on the person. It takes a bit of trial and error to get the speed to blend with the motion of the feet.

It's been a while, but that's how I did Rhea walking over the bridge in Drums in the Deep 1, and the fire rush effect/Balrog's Run in Part 2.
Amazing idea, thanks.
 
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If the character is just standing in place going through the stepping motions, moving the cua of the environment in the opposite direction at the right speed gives the best looking motion, and keeps the camera pinned on the person. It takes a bit of trial and error to get the speed to blend with the motion of the feet.

"Video game dev 101 trick" ^^
Still used today ( for instance for subway scenes ), and was used a lot before when relative motion of player characters/npcs was a huge problem.
 
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