Reset Timeline of animation - blender 2.6 - blender

I am new to Blender animation, i have simple 3d model which has bones to animate and its animating as expected, now what i want to do is reset the frames in timeline of the blender, for exampe, my animation loop is between 250 to 300 frames and want to shift the same starting from zero and reset/delete rest of the frames. - Thanks

I hope I understood your problem. Go to DopeSheet view in mode Dope Sheet or Action Editor and mark the frames you want to shift using the same keys like in other windows e.g. a for all b for box select c,... Then just g for grab.
If you want to create a new action you can copy the selected frames with Ctrl-C and paste them at another place even into a new action.

Related

CreateJS MovieClip performance issue

I'm using Adobe Animate HTML5 to create a board game to run on Smart TV (low-performance machine).
All my previous games were done using AS3.
I quickly found there is no way to create a Sprite anymore (A movie clips with only 1 frame).
After creating my board game (no code yet just elements) which is basically movie clips inside other movie clips. All single frame.
I checked the FPS on LG TV and so it is done from 60 to 20. On a static image.
After research, I found that is the advance method in MovieClip class there is a constant check to update the frame.
I added a change to check if the MovieClip class total frame is equal to 1 to change it the mode of the MovieClip to a single frame. This increases performance back to 60 FPS.
Who do I go to, to check and maybe fix/"add a feature" to the code of createjs
Thanks
code issues or suggestions can be logged here https://github.com/CreateJS/EaselJS/issues for CreateJS. All the best.
inside html-code in script part there is a line
createjs.Ticker.addEventListener("tick", stage);
Remove it and call the update manually when you need it (when something has changed)
stage.update();

No keyframes are visible but the object still moves

I'm using Blender 2.8 and I just have 2 objects: hand and gun and I want to create animations for them. So, for instance, I want to create a simple firing animation. What I do:
1. I create animation for gun
2. I create animation for hand
But if I switch somehow incorrectly I "lose" the first animation I've created. I tried creating fake users and stuff. I just don't get why I select the armature for which I've just created the animation, it plays, but there are no keyframes.
Here's the vid, here's the file.
Ask me questions if you have any.
The movement may be cached in Blender, you may need to reset the movement cache.
Alternatively, you should look at both the Track Controller and Dopesheet(action editor) - the animation may be stored in both.
The movement could be related to parenting ( to an object that is moving )
The movement could also be caused by physics simulation of a rigid body.
Hopefully with the help of the above, you find the problem.
I had the same problem. In the Animation mode (horizontal tabs across the top of the window), click on the object to animate.
The keyframes will appear.
If the object is not selected, the keyframes disappear.
Just leaving this here so that nobody spends 30 minutes trying to work this out, like i just did.

Blender 2.8: object pivot + pixel align + object part grouping (newbie)

I have started learning Blender 2.8 as of May-25. Almost 10 years ago, I was using 3dmax v7 but only as a hobby. I want to start doing 3ding again as hobby but got no money to have something that is up to date. So I chose Blender.
Now I have a few questions. I will surely have more questions later. I am still thinking in terms of 3dmax ways.
How do I recenter the object pivot if I accidentally displaced it with MB1 and doing Ctrl-Z is not a solution ?
How do I align vertices to the grid but only using the axis of my choice ? (ex: align on the X axis grid or any other axis of my choice)
how do I group object parts (vertices, faces, ...) as different groups and then working with the group of my choice ?
how can I maximize the view port with one single keys shortcut thus hiding every menus and then once I am done doing what I wanted to on that maxed view, revert back to whatever interface view I was using before ?
how to select anything using a region drawn by mouse movements (meaning selecting without using box or circle or shift, just mouse mouvements)?
Firstly blender 2.80 is under heavy development while making some major changes so can be of varying functionality for now. I would suggest you start learning with 2.79b until 2.80 is finished.
There are several options when it comes to choosing a pivot point, I think what you are referring to is setting the object origin.
There are several snapping options and ways to control transformations. You can limit movement to one axis by pressing it's key while transforming, eg GX will only move along the X axis, you can not move on one axis by adding ⇧ Shift - G⇧ ShiftX will move on Y and Z but not X. To align vertices to one axis is it common to scale to zero one the axis, eg SX0 will scale the verts on the x axis so they all align, in object mode you can do the same as long as you enable manipulate centre points. There are align options available in some addons, like align tools and mesh align plus.
Blender doesn't have vertex grouping and I don't know of any addons that add it. You can assign vertices to a vertex group and use that to select/deselect a collection of vertices.
There are two options to maximise the viewport - ⎈ Ctrl↑ Up arrow will maximize the viewport, the info bar at the top and headers for the view will remain in place or ⎇ AltF10 will make the view full screen also removing the info bar and headers. Also the window layouts are saved as screens which you can make and define to your liking, by saving these screens in your startup blend you can keep them available each time you use blender. The default screens include a 3D only layout.
For lasso select you can hold ⎈ Ctrl while pressing the non-select mouse button to draw an arbitrary region to select items within.

Blender: copy and paste flipped pose not working

I'm new to blender and I'm trying to make a simple character walk cycle but in action editor I can't flip keyframes properly
"inverted keyframes didn't get pasted properly".
Red pointed area in given image shows only 2 bones inverted motion but I need all of them to invert. I tried Ctrl+c and Ctrl+shift+v but still can't get it working.
Want to add flipped keyframes in red area:
Select ALL of the key frames for all of the bones you want. Hit shift D to move them over. Then place your timeline in the middle of they key frames and hit S -1. That should flip your pose.

TILED editor - object placement possible to snap to grid in Object Layer?

thanks again in advance for any time spent helping me.
Thankfully, I have been able to import TMX to libgdx game without much of a problem, however this is now the first time of using Object Layer, for which at this moment in time I only want to include Platforms as the object (ie. I have 1x Tile Layer showing my background image and 1x Object Layer above). Now I've seen that I can just draw lines and/or boxes, circles etc to create 'zones' which I can pull into my code (goodness only knows how atm but I'll figure that later/soon )
But I see in Tiled that the button - Insert Tile (T) - exists.
I'm trying to use it but when the tile im using as a platform is placed it goes exactly where the mouse is pressed and I can't move it other than delete it. I'd just like to copy-paste a whole row of them for now and Level1 can just be 50 tiles in a flat line just so I can get it all working. It seems weird to me that Tiled can't do this but Ive spent ages looking for a way and can't find it.
Am I missing something or is this just not possible? And if the latter, how does an experienced tiled user (who's making a 2d platformer) go about creating such a simple example above in the Tiled environment?
What a noob - I answered my own question. The option I needed was in the 'View' dropdown menu -> 'Snap To grid' LOL