#KEYFRAME frustrations!!
10 messages in this thread
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
You should really get in the habit of using the "hold" and "fetch"
buttons on the bottom right. I am using these constantly, especially
when making big changes, such as "inherit links".
Jeff
<<You should really get in the habit of using the "hold" and "fetch" buttons on
the bottom right. I am using these constantly, especially when making big
changes, such as "inherit links".>>
Yeah, I know. But I've gotten in the habit of having the program "forgive" me.
I guess the keyframer is that much more complicated, so I've got to start
looking at those more. I'd do it all the time with booleens, but there it
prompts you. Oh well, live and learn, right?
James,
I recommend saving incremental versions of your work with the "+" key every 15
minutes or whenever you have done, or are about to do, something significant.
Once you get into this habit you'll find the swear factor gets lower and lower
as you learn the intracasies of 3d keyframing.
<<I recommend saving incremental versions of your work with the "+" key every
15 minutes or whenever you have done, or are about to do, something
significant. Once you get into this habit you'll find the swear factor gets
lower and lower as you learn the intracasies of 3d keyframing.>>
So am I not alone in feeling like a dork on SIMMs? I mean, I was so comfident
for a while with the program, but now I'm almost scared to get in there and see
what I can screw up next. (A tribute to 3DS to be talking about it like it was
a car…)
There is an old buddist saying that would be very appropriate here: "save early
and often" <g>. I save a mesh before and after any major change I make.
As far as the keyframer goes, this is just a difficult part of the process, and
that's that. You've got to be organized, level headed, practiced, creative,
ingeneous, and chain smoking is good, too. Oh yeah, lots of coffee and illegal
drugs help.
I think you'll come to enjoy the keyframer once you've spent a little time
there. Animation is not easy. Creating drawings and objects is only a small
part of the deal. Getting stuff to move right without being able to touch
them, now thats tough!
I find the keyframer very easy to use, and very self explanatory, although I
haven't used some of the features yet. The tutorials can be a big help, and I
learned a lot from the R2 tutorials. I'm going to do the R3 ones as soon as I
have some time.
Have fun, and smoke a couple for me…
John Tissavary (La Luna cie)
Thanks for the words of wisdom, John. That's what's great about CIS – you get a
good virtual pat on the back when you need it.
You're right – the animation is the tough part, especially in the abstract.
Maybe one day, 3DS will be designed to use those fabulous DIDs, and I can stick
it on or grab it and just go.
One feature I'd love to see it more notation – for objects and especially
individual keys – in the key box, just a place to note what this key is and
where. Sometimes I look through all the tracks and shake my head at the the
black dots. And being about to just from key to key would be fabulous.
Anyway, I'm gonna take a break for a day or two, have some really fun and not
look at a computer. Maybe I'll be more relaxed and comfident on Monday.
Thanks again for the encouragement. I will like the keyframer. I will like the
keyframer…
James
John~
>>illegal drugs help.<< <<and smoke a couple for me…<<
I think this is _Really_ _more_ than we want to know about you.<g>
Murph'
Actually, I haven't taken illegal drugs in almost six years. But Prozac is
sounding pretty good right about now… (heinous 150,000 face mesh giving me a
hard time!) <g>
John Tissavary (La Luna cie)