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Thread: Shape Channel Animation
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6th March 2009, 22:34 #1
Member
- Join Date
- Feb 2009
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- 5
Shape Channel Animation
Hey all,
This seems like a question that probably has come up before, but didnt find it in my search so sorry if its a duplicate!
It's a pretty simple request that im reallllly hoping is possible in Combustion.
All im looking for is a way to enable shape channel animation on my GMasks, similar to the default way GMasks function on flame.
IE, when 'animate' is enabled, if i have a keyframe set for all points on frame 1, and i move to frame 20 and move just 1 point, is there a way to have all the points set a key frame?
In a crunch i resorted to selecting all points and hitting "Add Key", but its time wasting after a while.
Thanks !
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7th March 2009, 23:33 #2
Member
- Join Date
- Jan 2004
- Posts
- 109
hi,
afaik, the gmasks are exchangeable between combustion and flame. that said, in c* you can animate the shape independently from the mask controle points. you animate the "bounding box" so to say.
in the mask controle, you can switch between "edit object" mode and "edit controle point" mode. see buttons left hand side. short cut should be "TAB" -switching between these modes.
-rayk
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13th March 2009, 07:53 #3
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- Feb 2009
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- 5
hey rayk,
i did some more research and it looks like other people have complained about how the splines dont set keyframes for every point. Using the bounding box would work, but requires you to move the entire shape. but the tab hot key is good to know, thanks for that. Maybe its a lost cause...toxik seems to be taking over combustion. well see.
thanks!
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13th March 2009, 14:47 #4
Member
- Join Date
- Oct 2005
- Posts
- 71
hi,
yup, i know the complainees ;-) ... anyhow if you know what happens, then you can adopt to it. a key for the whole shape, dosen't set keys for all shape points, but only for the shape.
it can help to have clean and easy to handle animation channels, but can also create much grieve if you forget it. i know both sides ;-)
cheers!
-rayk

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