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Needing Some Help

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Level 26
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Apr 13, 2008
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Most likely you dont have proper start and ending keyframes for your animations. If you have an animation sequence (for example) start at 8500 and end at 9500 and you have one of your bones keyframe rotations at 8800 and 9200, then you will need 4 keyframes altogether

8500: (x, y, z, w)
8800: (x, y, z, w)
9200: (x, y, z, w)
9500: (x, y, z, w)

like so. This sort of thing usually is the cause for wonky animations.

And as a side note you could save a few kb filespace if you gave those helper animations to the bones and deleted the helpers altogether.

Hope it helps, and for next time, asking for help troubleshooting a model should go here in the modeling/animation section, the request section is more for full on resource creation requests.
 
I didn't make that model, Sephiex did. Now, you might say 'oh, but you need permission to edit', but the user is inactive and I am not editing it to distribute/upload except in my UTM which I will give proper credits to him. And I am only editing it minorly.

But, I don't understand what you mean about the keyframes. Can you please just edit it for me?
 
Level 26
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Messages
2,050
But if i do it for you, how will you learn silly?
trololofacehuge.jpg


Keyframes are the "markers" that tell a "bone" node what to do (how to rotate or translate or scale) and when to do it

500: ( x, y, z ) for translation and scaling

500: ( x, y, z, w ) for rotation

you can see these numbers by right clicking a bone in the node manager and clicking on "edit node" (not "edit") and then clicking one of the buttons that say either "translate" "rotate" or "scale"

Read up on some animating/modeling tutorials if your confused
 
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