Blender

Blender

Zappy Apr 22, 2018 @ 8:30am
Multiple keyframes in one frame?
Is there a way to have multiple keyframes for one control in the same frame? For interpolation with other keyframes over time?


See this image for a visual representation of what I'd like: https://imgur.com/1CgFanx
The light grey is just the background. The dark grey vertical lines are frames. The yellow diagonal lines are the motion/interpolation I want. The green dots are the keyframes I want to use.


So by words, I would like keyframe A to interpolate linearly to keyframe B, and keyframe C to interpolate linearly to keyframe D, while keyframe B and C would be in the same frame but with different values.


Whether keyframe B or C is the one that will be shown on their frame doesn't really matter to me in this case.
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Showing 1-10 of 10 comments
Pte Jack Apr 22, 2018 @ 11:00am 
I really can't see this without adding keyframes at the grey lines for the green dot bones you want moving during the yellow diagonal. Have you tried creating the animation using the motion editor then look at the animation in the graph editor or is it too complex to make what you want to happen in the motion editor?
Last edited by Pte Jack; Apr 22, 2018 @ 11:02am
Zappy Apr 22, 2018 @ 11:03am 
Originally posted by Pte Jack:
I really can't see this without adding keyframe at the grey lines for the green dot bones you want moving during the yellow diagonal. Have you tried creating the animation using the motion editor then look at the animation in the graph editor or is it too complex to make what you want to happen in the motion editor?
While what you're suggesting is nice and all... Blender doesn't have a Motion Editor like Source Filmmaker does (at least not as far as I'm aware?), and this is a Blender forum.
Last edited by Zappy; Apr 22, 2018 @ 11:03am
Pte Jack Apr 22, 2018 @ 11:05am 
Yes it does. It's called Pose the press I to add a keyframe. You can then look at the animation in the graph editor.
Pte Jack Apr 22, 2018 @ 11:11am 
Also, just like SFM, a keyframe works with the bones that are selected when you press I. Animations are written to the Pose_bones data fields, which is different from the edit_bones and Fcurves are their own data objects as well. It's a weird would in Blender when you look at the data elements (especially through code).
Zappy Apr 22, 2018 @ 11:27am 
Originally posted by Pte Jack:
Yes it does. It's called Pose the press I to add a keyframe. You can then look at the animation in the graph editor.
That sounds a little more like keyframes(/a "graph editor") than a Source-Filmmaker-type "motion editor" to me.

Originally posted by Pte Jack:
Also, just like SFM, a keyframe works with the bones that are selected when you press I. Animations are written to the Pose_bones data fields, which is different from the edit_bones and Fcurves are their own data objects as well. It's a weird would in Blender when you look at the data elements (especially through code).
That sounds fancy and such, but I would really like to avoid using any keyframes except for those green dots in the example image. And if it's worth mentioning, this is for a shape key, not a bone.
(And if it's also worth mentioning, I have little to no experience with animation in Blender, though I do know how to add keyframes for shape keys, just not multiple keyframes for one shape key in the same frame, which I don't know whether is even possible or not in the way I want.)
Last edited by Zappy; Apr 22, 2018 @ 11:28am
criticalphil Apr 22, 2018 @ 2:34pm 
Originally posted by Zappy:
Is there a way to have multiple keyframes for one control in the same frame? For interpolation with other keyframes over time?


See this image for a visual representation of what I'd like: https://imgur.com/1CgFanx
The light grey is just the background. The dark grey vertical lines are frames. The yellow diagonal lines are the motion/interpolation I want. The green dots are the keyframes I want to use.


So by words, I would like keyframe A to interpolate linearly to keyframe B, and keyframe C to interpolate linearly to keyframe D, while keyframe B and C would be in the same frame but with different values.


Whether keyframe B or C is the one that will be shown on their frame doesn't really matter to me in this case.


can't you just do that in blender graph editor?
The Renderer Apr 22, 2018 @ 10:18pm 
You cannot do this. Obviously. It would mean your object would inhibit two distinct states at the exact same time (frame). Like having a rotation of +70° at the same time as having one of +40°. Around the same axis. How would that work?

If you try to do that in the graph editor, Blender will just merge the two points that you put in the same frame.

Small disclaimer: I never did anything with shape keys but I'd assume the same restrictions apply.
Zappy Apr 23, 2018 @ 4:13am 
Originally posted by criticalphil:
can't you just do that in blender graph editor?
I would hope I could, but I can't seem to find a way to do so.

Originally posted by The Renderer:
You cannot do this. Obviously. It would mean your object would inhibit two distinct states at the exact same time (frame). Like having a rotation of +70° at the same time as having one of +40°. Around the same axis. How would that work? -
In the specific case I'm wanting it, I would be okay with it using either of the keyframes in the frame, though I have since found a way to get the end result I was looking for (but not all within Blender).

Originally posted by The Renderer:
Small disclaimer: I never did anything with shape keys but I'd assume the same restrictions apply.
This specific thing is about shape keys, and I can confirm that it doesn't seem to be possible with shape keys either.
Pte Jack Apr 23, 2018 @ 8:41pm 
I would like to see this "end result" you've managed to come up with. Trying to picture something in 2 different states at the same time is daunting.
Zappy Apr 24, 2018 @ 5:58am 
Originally posted by Pte Jack:
I would like to see this "end result" you've managed to come up with. -
The end result is instead of having two textured square planes move in different, but straight, lines and seamlessly loop for 15 seconds, I've just rendered one of the planes moving for 5 seconds and the other moving for 3 seconds, then used an image editor thing to extend the animations to both be 15 seconds, and then combined the two (also using an image editor).

Technically I could've also just extended the plane within Blender to be very long (with the texture repeating several times) and had them move longer for the 15 seconds, but I didn't want to make them repeat more than 3 times or so.
Last edited by Zappy; Apr 24, 2018 @ 5:59am
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Date Posted: Apr 22, 2018 @ 8:30am
Posts: 10