Solved Keyframe on Timeline drop to the floor after editing (solved)

trashinator

Active member
Messages
26
Reactions
125
Points
28
Twitter
trashys_cache
I'm using the same method of Timeline-ing as i always do with my other projects. But this is the first time i encountered this problem. I am unable to recreate the issue, therefore the troubleshooting hits a dead-end. My feeling right now is like wearing a chastity cage but instead of pleasure, its only torture.
Sad Kazuma Kiryu GIF by Xbox


i am SURE this is only a lil silly mistake, but i can't seem to know what i did wrong.

i'm not good with words so i made a video to illustrate the problem :



thanks for existing, vamhub fellas 👍👍👍
 
Last edited:
Solution
Parenting changes the "coordinates" of the control to account for the parent. So the "stored" values are based on that reference.
  • At the moment you unparent, some keys (I don't know why) keeps their proper references
  • But the new keys, copied from the original ones that were already there when it was parented, tends to completely fuck up.

the best solution is to clear ALL the keyframes of that control, then redo the animation manually. I had this case multiple times, and I did not find any other way to fix it.

Solved! I found that edited keyframe that was copied from the FIRST keyframe on the animation, does not get broken. Setting the curve type to smooth wont break the...
That happens when you're working from a pose. Not sure all of them do that and I'm not sure how to get around that....maybe try keying all the joints at the start and saving the pose in the timeline. I'll check something in a bit to see if I can come up with something better because there created poses I myself want to use.... Wait. Go back to the first keyframe and then change the animatable joints to "all joints" then key each in the timeline. Save that pose in the timeline to apply it in case something goes wrong. Then select the option of joints that give you control over the main joints and the elbows. and then rekey those.... Honestly I don't know if that will work but I'm thinking selecting control of all joints will freeze joints in place and then selecting the option to used only the main joints would zero out the movement🤔
 
Upvote 0
Ok so I was right as it works but the hard part is keying all the joints. Select each joint and move it slightly to make a key. That's all. If someone can find an easier way to do it they'll let us know.
 
Upvote 0
... Select each joint and move it slightly to make a key ...
You don't have to move them. In the "Targets" Tab, on the right side, you can check the box for every target you want to have a key at the current position in the timeline. Maybe it can be a bit more efficient that way. :)
 
Upvote 0
That happens when you're working from a pose.

I've worked hours upon hours from poses, and I never ever had that behavior because of the pose.
If you do, that would be nice to show a video of what you're refering to.

@trashinator In all the weird cases I had in Timeline, I had this kind of behavior in two situations:
  • Parenting setups (if your control is parented to another one in timeline)
  • Specific situations where your curve is set to smooth and needs to be set to linear (generally when the position needs to stay fixed).
First, you could try to create a new keyframe by simply rotating the head and check if it behaves the same way.
Then check the parenting, and try different curve modes.
 
Upvote 0
Like A Dragon GIF by SEGA


hi everyone! thanks for all the responses! its finally weekend and i'll try each one of the suggestions. although i'll start with hazmhox's because my situation is EXACTLY like they describe.

YES the control is parented to another one in timeline, until i decided to remove the parenting because its not needed anymore.
YES the keyframe is set to smooth before i edited it manually to linear (even though it didn't solve it, maybe i need to mass edit a second time).

I'll try to work on it and post the solution, so everyone in the future can see.
 
Upvote 0
YES the control is parented to another one in timeline, until i decided to remove the parenting because its not needed anymore.
YES the keyframe is set to smooth before i edited it manually to linear (even though it didn't solve it, maybe i need to mass edit a second time).

:p

This is a huge problem when you work with parenting, then unparent it : )

To give you the reason behind that :
  • Parenting changes the "coordinates" of the control to account for the parent. So the "stored" values are based on that reference.
  • At the moment you unparent, some keys (I don't know why) keeps their proper references
  • But the new keys, copied from the original ones that were already there when it was parented, tends to completely fuck up.

In your case, when you unparent something, the best solution is to clear ALL the keyframes of that control, then redo the animation manually. Or else, you will have extremely weird behaviors like that.
I had this case multiple times, and I did not find any other way to fix it.
 
Upvote 0
Parenting changes the "coordinates" of the control to account for the parent. So the "stored" values are based on that reference.
  • At the moment you unparent, some keys (I don't know why) keeps their proper references
  • But the new keys, copied from the original ones that were already there when it was parented, tends to completely fuck up.

the best solution is to clear ALL the keyframes of that control, then redo the animation manually. I had this case multiple times, and I did not find any other way to fix it.

Solved! I found that edited keyframe that was copied from the FIRST keyframe on the animation, does not get broken. Setting the curve type to smooth wont break the coordinate, but the rotation will behave strangely, so just mass edit all the keyframe to linear instead.

Summary :
  • Just start over...
  • Copy the first keyframe and work from there (it works in my case)
  • Change the curve type to linear, edit them to other type only after the coordinate is absolutely final

(EDIT) BETTER SOLUTION

  • Make a new animation (do not copy the setting)
  • The animation has to be made with reference from first keyframe of the broken animatioon
  • Set the duration as same as your previous anim
  • DO NOT TOUCH THE POSE SETTING
  • copy keyframes from broken anim
  • paste it to new anim
  • check the scrubber if its still broken
  • only THEN, you can edit the curve type and control parenting (save it, in case it breaks again)

Thanks, everyone!

f798f7b899135c6a12014073edc481866419fef5.gif
 
Last edited:
Upvote 0
Solution
Back
Top Bottom