#Uncertainty Principle
6 messages in this thread
In the new world of scripts you may encounter a variation of
Heisenberg's Uncertainty Principle.
It all starts when you use a few script commands to slide the keys
for an object. No problem, that works fine. Later, however, if you
use the Key Info Dialog Box to change a few values, and to check
others, the results may be unexpected. And, undoing the changes, does
not restore the animation.
What happened? One of your keys slid into a negative time. You checked
its value. Even though you didn't change it, 3ds thinks you just
entered an illegal time (how else could it have gotten there?!), and
fixes it for you.
What it sounds like, is that keys have pushed past the point you
specified for your end frame. Interestingly enough, if you set total
frames to a higher value, it will allow you to see where the key
ended up. I never quite understood why this is allowed to happen but
it does and that's the way you can at least see what happened to that
key. As a matter of fact those hidden keys can affect you your
animation behaves to what you think is you last keyframe. Curiously
enough I've never heard any comments about it, except now yours.
Maybe other people don't slide their keys around like we do. <g>
<What it sounds like, is that keys have pushed past the point you specified for
your end frame.>
Actually, I was referring to sliding "before" frame 0.
The other case of sliding past the end frame can have a result just as
interesting. If you
double the key times (use the KeyScale script) over and over, you'll move the
keys that have positive times, way beyond the maximum number of frames allowed.
If you continue doubling they will eventually go from a very large positive
time to a negative time.
<Maybe other people don't slide their keys around like we do. <g>>
This all your fault <g>
Ed,
>> Actually, I was referring to sliding "before" frame 0. <<
I've not done that, didn't even know it was possible.
>> double the key times (use the Keyscale script) over and over, you'll move
the keys that have positive times… into a negative time. <<
I think that's called Quantum Keyframing. <g> Never before attempted,
but then the means to do so have not been practically available.
Pushing them into the Black Hole at the end of the Keyframe Slider
Bar I've done, but not intentionally. <G>
<>> double the key times (use the Keyscale script) over and over, you'll move
the keys that have positive times… into a negative time. <<
<means to do so have not been practically available. >
Since the scripts are IPAS's then other IPAS routines can also do it.
But, it's just a curiosity, not a problem. By now you must know that
I look for hidden "features". I had to double the times quite a few
times to get there. I was hoping to find a way (legal or illegal) to
delete all keys on the last 100 frames of a 200 frame animation with
about 1000 objects. I ws hoping the keys would dissapear at some
point. (There are several useful "bugs" in AniPro).
Ed,
>>> means to do so have not been practically available. <<<
>> Since the scripts are IPAS's then other IPAS routines can also do it. <<
By that I meant that this "feature" was available to all, as with
Scripts. It was meant tonque-in-cheek because I did not think of this
as something someone would intentionally want to do, even though I
found it interesting that you had discovered it.
I approach writing with a sense of humor. But sometimes its so blatant that its
not funny, so I'm trying to tone it down. Of course then I run the risk that
people won't get it, which is apparently what happened here. 🙂
>> By now you must know that I look for hidden "features"… <<
Yes I do and I find your approach very interesting. I look for "hidden
features" as well but not in quite the same way; it usually happens as a matter
of course rather than as the result of a directed effort.
John