Starting a new animation, deleting old keyframes?
Forum rules
We only allow posts that
If these rules are not met you are most likely going to be banned.
Please Note:
We only allow posts that
- Is in English
- Is related to our tools and the programs they support.
If these rules are not met you are most likely going to be banned.
Please Note:
- New users will have their posts reviewed before being publicly available for other to see.
Starting a new animation, deleting old keyframes?
Once I've recorded an animation, but want to do an entirely new one with my same car and rig, how can I get rid of the existing one and start over? I tried just re-recording over my old one but Max started going VERY slow and didn't seem to like this. I couldn't seem to delete the old keyframes either.
I did a test and it seemed my wheels were starting to turn backwards everytime I turned left or right, so I wanted to try re-recording from scratch to see if I could turn the car without this happening.
I did a test and it seemed my wheels were starting to turn backwards everytime I turned left or right, so I wanted to try re-recording from scratch to see if I could turn the car without this happening.
- Luigi Tramontana
- Posts: 358
- Joined: Mon May 19, 2008 11:32 am
- Location: Gothenburg, Sweden
- Contact:
Re: Starting a new animation, deleting old keyframes?
Try the "Re-Initialize Car Attributes" button.
Re: Starting a new animation, deleting old keyframes?
That didn't work either.
I am giong to try a new file with no keyframes to see if it will record smoothly.
I am giong to try a new file with no keyframes to see if it will record smoothly.
- Luigi Tramontana
- Posts: 358
- Joined: Mon May 19, 2008 11:32 am
- Location: Gothenburg, Sweden
- Contact:
Re: Starting a new animation, deleting old keyframes?
Ok, this might seem a bit strange but I think it will work.
Select your rig in the CDT main dialog, enter the "tools" menu and press "clone".
Select your rig in the CDT main dialog, enter the "tools" menu and press "clone".
-
- Posts: 4
- Joined: Thu Mar 26, 2009 1:47 am
- Location: Madrid, Spain
Re: Starting a new animation, deleting old keyframes?
Hello there, I came here because I'm having the same problem and this is my first post
I've recorded an animation but I want t o record a new one in a NEW terrain but everything is keyframed now so I was wondering how can I do that? The Re-initialize Crawler atributtes is not working for me. I've also tried what Luigi suggested ( cloning the rig) and it's not working either. This sucks because in the rigging proccess you have to try the rotators, firepower, etc so you are making keyframes that are useless once you finish the rig.
I don't like to start my animations with keys in my rig so if anyone have any suggestions...
Thanks to all the CA team for developing such a wonderful tool.
I've recorded an animation but I want t o record a new one in a NEW terrain but everything is keyframed now so I was wondering how can I do that? The Re-initialize Crawler atributtes is not working for me. I've also tried what Luigi suggested ( cloning the rig) and it's not working either. This sucks because in the rigging proccess you have to try the rotators, firepower, etc so you are making keyframes that are useless once you finish the rig.
I don't like to start my animations with keys in my rig so if anyone have any suggestions...
Thanks to all the CA team for developing such a wonderful tool.
-
- Quality Assurance Consultant
- Posts: 438
- Joined: Mon Feb 25, 2008 12:59 pm
- Location: Gothenburg, Sweden
- Contact:
Re: Starting a new animation, deleting old keyframes?
Hello Javier and welcome to our forum!Javier Gomez-D. wrote:Hello there, I came here because I'm having the same problem and this is my first post
I've recorded an animation but I want t o record a new one in a NEW terrain but everything is keyframed now so I was wondering how can I do that? The Re-initialize Crawler atributtes is not working for me. I've also tried what Luigi suggested ( cloning the rig) and it's not working either. This sucks because in the rigging proccess you have to try the rotators, firepower, etc so you are making keyframes that are useless once you finish the rig.
I don't like to start my animations with keys in my rig so if anyone have any suggestions...
Thanks to all the CA team for developing such a wonderful tool.
All you need to do in order to drive on a new surface is move your rig over to the new surface along with the gravityDirectionMeshes and link/parent the gravityDirectionMeshes to the new surface. If you're using Maya you may have to set a key frame (keyboard: s) on the dummy objects on frame 0 to prevent them from jumping back to their original position.
-
- Posts: 4
- Joined: Thu Mar 26, 2009 1:47 am
- Location: Madrid, Spain
Re: Starting a new animation, deleting old keyframes?
I finally solved the problem.
Tanks for the support
Tanks for the support
-
- Quality Assurance Consultant
- Posts: 438
- Joined: Mon Feb 25, 2008 12:59 pm
- Location: Gothenburg, Sweden
- Contact:
Re: Starting a new animation, deleting old keyframes?
Great! Let us know if you have any other questions. Otherwise we look forward to see the results of your work!
Who is online
Users browsing this forum: No registered users and 22 guests