I don't know how you've set this up, exactly, but, to me, the issue is that the right-to-left velocity is a bit jerky. I think what happened is that when you went to start the rotation of whatever-those-are on the sides, keyframes also got set on the lateral movement of the spacecraft, with the result that the deceleration of the space craft wasn't smooth.Hi, would someone be able to give me some advice about getting this animation smoother?
It is currently 120 frames stuck together, running at 30fps with no effects.
Any help would be welcome.
Only major problem I see is I can tell where your keyframes are. Why does the ship slow down at 1 second in right before the sponsons rotate. Looks like you did a couple changes in speed of slowing down where you would have been better served just doing one final key and interpolating from the beginning since in space, velocity is constant.Hi, would someone be able to give me some advice about getting this animation smoother?
It is currently 120 frames stuck together, running at 30fps with no effects.
Any help would be welcome.
Certainly. Basically, there are two things involved here. One is obviously "on which frames do I keyframe something." Keyframes are set on the timeline. The second is "what do the motion curves look like between the keyframes." This is where you use the graph editor. In programs like Blender, you have tools you can use to "shape" curves - you can "grab handles" at each of the keyframes and reshape the Bezier curve. In Daz Studio, the graph editing is somewhat more primitive - you may have to shift keyframes around (either in "time" or in "value") to get what you want. Your goal, however, would be to have a relatively smooth deceleration of the space ship, meaning that you wouldn't want to see the slope of the curve change radically at any keyframe. A smooth deceleration would give you a quadratic-shaped "position" curve.Cheers, that makes a lot of sense, I've been putting off going through some tutorials on key frame animation due to some sleep (hence concentration) issues. Big learning curve going from zero to VN.
Thanks for taking the time, I appreciate it.
Thanks for the info, you also just reminded me how much I enjoy linear algebra. I'll spend some time in blender, I haven't done much in it apart from creating a pink doughnut, it is a great program.Certainly. Basically, there are two things involved here. One is obviously "on which frames do I keyframe something." Keyframes are set on the timeline. The second is "what do the motion curves look like between the keyframes." This is where you use the graph editor. In programs like Blender, you have tools you can use to "shape" curves - you can "grab handles" at each of the keyframes and reshape the Bezier curve. In Daz Studio, the graph editing is somewhat more primitive - you may have to shift keyframes around (either in "time" or in "value") to get what you want. Your goal, however, would be to have a relatively smooth deceleration of the space ship, meaning that you wouldn't want to see the slope of the curve change radically at any keyframe. A smooth deceleration would give you a quadratic-shaped "position" curve.
Blender is one of the most awesome free programs I've ever run across. Granted, it's a lot easier to create scenes from scratch using Daz Studio, since it has so many pre-built assets. But in terms of overall power and capability, Blender beats it hands down. I'm reasonably good in Daz - I'm learning Blender now so that I can try to integrate it into my overall workflow, to take advantage of what Blender can do that Daz doesn't do well. But, Blender isn't necessarily for the faint of heart. It's kind of like "Daz will sell you a Toyota. Works very well, within its limitations. Blender gives you a Formula One racing car, but in kit form, and you have to assemble it yourself."Thanks for the info, you also just reminded me how much I enjoy linear algebra. I'll spend some time in blender, I haven't done much in it apart from creating a pink doughnut, it is a great program.