Was doing the animation to the “paste flipped anim to frame 12” this is the result:
As you can see, at frame 6 (and 18) the model collapses lol…
I wonder what causes this? I even scrubbed all the anims and started again but it happened again
Was doing the animation to the “paste flipped anim to frame 12” this is the result:
In dopesheet, click view->Check show sliders. You can see what the transforms are doing. My first guess would be that there’s a bone that is set Euler instead of Quaternion or a transform matric problem. In object mode check to make sure on the armature that the transforms are zeroed out(Location all 0, rotation all zero and scale all one). You could also try selecting the mesh and pressing alt+p->Clear inverse. Be ready to do undo(Ctrl+z) if the mesh goes all crazy.
Well, all the bones are Quaternion, transforms are all OK (except for location Z because that would sink the character into the ground) and alt p just made the mesh freak out. Looking at the slides actually gave some info: it looks like once the frames start nearing 6 (or18) it starts reducing the W and X quarternion and then it goes to zero at frame 6 (or 18) and starts going up again
The Z location should be 0 on the armature. So Ctrl+a->Location to move the armature’s origin to the world origin. I can’t remember if this will adjust the keyframes or if you’ll have to redo them. The paste flip uses the local axis to calculate the flipping. I just recently learned that. It also uses the L/R as part of it’s calculation to.
Very weird. It looks like it bends over 180 degrees at the middle for some reason?
Perhaps a frame before and after would help see something unusual.
When bent over where have the spine bones below the head one gone? From what I see they are gone? Perhaps somehow something is wrong with the section that looks missing? May well be keyframed in.
Easiest may well be to start over with the whole set of bones.
That would be really odd, in the dopesheet I can see all the bones being present and not disappearing? You meant rigging the character again?
Yes I would just redo the armature from scratch it would be rid of those bones that may have some odd thing out with them.
If you can give the blend file I can take a look at it.
Dropbox - TVMan.blend - Simplify your life there ya go, thanks a bunch! It’s probably something stupid by me…
Wow, you are the victim of several things. As for the collapsing of the bones this is because your quaternion is all 0. you can’t have all 0. quick fix to see what I’m talking about is to move the first and last keyframe by 1 frame. You Also flipped the spine and head bones you only need to flip paste the L/R bones. On the Target bones you don’t want to keyframe the rotation. You also need a breakdown pose between the first and second keyframes so blender knows what direction to move the arms. This can be flip pasted between the second and last keyframe. Also you don’t need any keyframes on the leg bones. Those are animated by the IK controler(Target_l and Target_R).
How did that even happen lol, I’m pretty sure I followed the video closely… as to the spine and head flipping, was that in the video? I’m pretty sure the whole rig was selected when it was flipped, at least I didn’t catch that and yea I guess the leg ones are redundant but then I again, when I did these I didn’t hear anything about not selecting all (I think at least, since it’s been a couple of days)
Now that I re watched the video, the whole rig is selected so doesn’t that mean the legs are there as well? Now I deleted all of the frames and did exactly as in the video but the result is still the same, really weird…
And even if you only select arms and legs when doing the x flip, it still has errors, so I have no clue why this is not working as in the video
I have no idea. My guess is you just positioned the bones in a spot that just messes Blender up. A perfect storm. I deleted all the keyframes and redid the pose and it worked fine. That’s what I’d recommend you do. I’ve tried this on 3.2, 3.3, 3.6, 4.0 and 4.1.
OK I just figured out what the problem is, but have no idea how it happened. All your rotations are inverted(I’m not sure that is the right word). For example on the spine 2, spine 3, spine 4, neck, head, lowerarm, target, pole, thigh, and calf bones the W should be 1, but they are all -1. On spine 1, upperarm, and hand if you change the signs of W, X,Y, and Z(hover mouse over the slider in the channels on the left of the dopesheet and press -) then duplicate to frame 24, copy and paste flipped on frame 12. It works fine.
So you mean all the W values should be positive? Did this and it seems to work! Is there a way to do all the bones at once? I did it bone by bone.
It’s easier to just clear everything and start over. That glitch is because you have to change the sign on the upper arm and hands x, y, z and the W. Some are negative some are positive.
Starting over, meaning like re doing the whole skeleton? I wonder what caused this, did I just fat finger my keyboard lol
I mean starting over on the animation. When you alt+r it resets the bones to the correct orientation(w=1, x, y, and z = 0).