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i am making an fps animation of the player turning a valve, and i want to make it cycling animation. I want to paste the first positions of the hands again so i have the same position for cycle, but the hands have child of constraint to the valve bone, making the positions relative to the valve rotation. Ive tried global transform addon but that doesnt seem to work. Any tips of somehow copy pasting the global transforms of the bones, not the relative?

keyframe of hands i want to copy

this is what happens when i paste the hand keyframe after the valve was turned(its supposed to look like in the first picture, minus the valve rotation): enter image description here

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  • $\begingroup$ why don't you just copy the keyframes of the valve bones as well? $\endgroup$ Commented Sep 11 at 7:10
  • $\begingroup$ Well, i guess thats a valid solution also, but that would mean i would need to turn the valve all the way to the same position. But in the current animation the character turns it counter-clockwise around 280 degrees, meaning its 80 degrees off the original location. What i want to know if its possible for future projects if i ever come across similar problem. $\endgroup$ Commented Sep 11 at 8:56

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I'm not sure if this will work within your larger setup, but consider duplicating the Valve bone to a "hand rotation" HandRot bone, parenting HandRot to Valve, and changing the child-of constraint on the hands to the HandRot parent:

enter image description here

Now, you can animate the turning of the valve with the Valve bone followed by a counter-rotation of HandRot to bring the hands back to resting position. Here's a 100 degree rotation of Valve followed by a -100 degree counter-rotation of HandRot:

enter image description here

You can then further animate the hands to make the return to resting position look natural (which may or may involve adjusting the influence of the child-of constraint).

enter image description here

Additional rotations require continued and cumulative rotation of the valve bone and counter-rotation of the hand rotation bone, but the hand key frames will be local to the hand rotation bone (as long as the child-of constraint is active), and can be copied and pasted for each turn.

Here's the final animation -- I upped the rotation to 120 per turn, keyframed three cumulative rotations and counter-rotations (so the the final rotations were 360 and -360 on the Valve and HandRot bones respectively) across 60 frames, and created a 20-frame Hand.L/R animation that is copy-pasted twice, for a fully cyclic animation:

enter image description here

Here's my Blend file with this example.

Note that if you've already fully animated one cycle of the hands relative to the Valve bone, this technique will still work fine. Hold off on the counter-rotation of the HandRot until the hand animation has completed its return to rest position. Because HandRot has the same rotation as Valve, the existing animation will work fine. After the final frame at rest position, add a "Constant" interpolation frame to apply the full counter-rotation of the HandRot bone and copy and paste the first hand key frame to return the hands to rest position. Visually, the final rest position frame and this constant interpolation frame should look identical, but the latter will have the hands in the same local position as the first frame of the cycle.

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  • $\begingroup$ Seems nice and neat, thank you! I'll try this out when i get back to it again. $\endgroup$ Commented Sep 11 at 20:17

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