#KEYFRAME frustrations!!
Hello All,
I have to make a comment on the KEYFRAMER in 3DS. I've been using the modellers
and materials editor for a couple months now and am extremely please with it. I
think the porgram is the most sophisticated piece of software I have ever using
on the desktop PC.
Now I'm working in the KEYFRAMER and am finding it EXTREMELY frustrating. To go
from very concrete procedures such as modelling and editing to the abstraction
of the keyframer is really hard. I find that what was very intuitive in the
other sections suddenly isn't so here. There are so many more places to fall
into holes and screw everything up. Just trying to get my mind around the
concepts has been tough and with one push of the button I can mess up my whole
animation. Granted it's saved on disc, but when you work for a couple hours
without saving, and then you use something like "INHERIT LINKS" and you see all
the work you did slide down the drain because there isn't an undue procedure,
AHHHH! Frustrating.
I'd suggest first off an automatic time-based save feature for 3DS, so that
when you've made a certain amount of changes, the system auto-saves for you and
you can go back when you make stupid mistakes.
Secondly, there must be a way to understand the Keyframer more concretely. It
seems so much less flexable than the rest of the program – the best way to
judge it is by the swear factor. Before, rarely did I get upset when I couldn't
get something to work (I've got a wicked temper but 3DS always did what I
thought it would do). But now, everyday something happens or doesn't happen and
I can't figure out why. Or better, I find out why, but it seems so unintuitive.
I know that with experience I'll get the hang of the Keyframer, but right now
I'm chain-smoking and sweating. I'm gonna take off for a few days and get away
from this, hopefully coming back with a fresh mind and fresh ideas.
Thanks for letting me rant.
James