Starting a new animation, deleting old keyframes?

Got questions, comments and/or feedback regarding Craft Director Studio? Post them here.
Forum rules
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.
Post Reply
Pepster3D
Posts: 13
Joined: Tue Sep 16, 2008 5:57 pm

Starting a new animation, deleting old keyframes?

Post by Pepster3D » Thu Sep 18, 2008 12:00 am

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.

User avatar
Luigi Tramontana
Posts: 358
Joined: Mon May 19, 2008 11:32 am
Location: Gothenburg, Sweden
Contact:

Re: Starting a new animation, deleting old keyframes?

Post by Luigi Tramontana » Thu Sep 18, 2008 2:49 pm

Try the "Re-Initialize Car Attributes" button.

Pepster3D
Posts: 13
Joined: Tue Sep 16, 2008 5:57 pm

Re: Starting a new animation, deleting old keyframes?

Post by Pepster3D » Thu Sep 18, 2008 3:53 pm

That didn't work either. :-(

I am giong to try a new file with no keyframes to see if it will record smoothly.

User avatar
Luigi Tramontana
Posts: 358
Joined: Mon May 19, 2008 11:32 am
Location: Gothenburg, Sweden
Contact:

Re: Starting a new animation, deleting old keyframes?

Post by Luigi Tramontana » Thu Sep 18, 2008 6:13 pm

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".

Javier Gomez-D.
Posts: 4
Joined: Thu Mar 26, 2009 1:47 am
Location: Madrid, Spain

Re: Starting a new animation, deleting old keyframes?

Post by Javier Gomez-D. » Fri Mar 27, 2009 5:52 pm

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.

Carl Buhre
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?

Post by Carl Buhre » Tue Mar 31, 2009 7:19 am

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.
Hello Javier and welcome to our forum!

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.

Javier Gomez-D.
Posts: 4
Joined: Thu Mar 26, 2009 1:47 am
Location: Madrid, Spain

Re: Starting a new animation, deleting old keyframes?

Post by Javier Gomez-D. » Tue Mar 31, 2009 4:47 pm

I finally solved the problem.

Tanks for the support :)

Carl Buhre
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?

Post by Carl Buhre » Wed Apr 01, 2009 12:41 pm

Great! Let us know if you have any other questions. Otherwise we look forward to see the results of your work!

Post Reply

Who is online

Users browsing this forum: No registered users and 26 guests