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    <title>topic Re: Animate Bones Directly in FlexSim Forum</title>
    <link>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496727#M12798</link>
    <description>&lt;DIV class="fr-view clearfix"&gt;I will. Thx&lt;/DIV&gt;</description>
    <pubDate>Thu, 24 Jun 2021 15:04:29 GMT</pubDate>
    <dc:creator>ralf_gruber</dc:creator>
    <dc:date>2021-06-24T15:04:29Z</dc:date>
    <item>
      <title>Animate Bones Directly</title>
      <link>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496718#M12789</link>
      <description>&lt;P&gt;&lt;I&gt;[ FlexSim 19.0.0 ]&lt;/I&gt;&lt;/P&gt;&lt;P&gt;Is it possible to use the new functionality to edit bones directly to create new animations for the standard operator? I am trying to do this but find that once I change the bone positions the new positions are applied for all other animations.&lt;/P&gt;
&lt;P&gt;I have created an example where i duplicated the walk loaded animation and moved a single bone in the arm to make the 1 hand by his side. This animation itself then works ok, but if i switch back to any other animation (such as the walk animation) the arm is now in this new position and i cant seem to change it. Am I misunderstanding what the directly editing of bones should be used for?&lt;/P&gt;
&lt;P&gt;&lt;SPAN class="redactor-selection-marker"&gt;&lt;BR /&gt;&lt;/SPAN&gt;&lt;/P&gt;</description>
      <pubDate>Thu, 10 Jan 2019 17:00:59 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496718#M12789</guid>
      <dc:creator>mark_gormley</dc:creator>
      <dc:date>2019-01-10T17:00:59Z</dc:date>
    </item>
    <item>
      <title>Re: Animate Bones Directly</title>
      <link>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496719#M12790</link>
      <description>&lt;P&gt;When animating bones directly, the edited bone is applied as an offset after any animation clips.&lt;/P&gt;&lt;P&gt;So if you want the existing animations that use animation clips to be unaltered by your altered bones, add a keyframe to the beginning of those clips where the bones are in reset positions.&lt;/P&gt;&lt;P&gt;You can use the "Reset Bone Positions" menu option to easily set all the bones to their reset positions.&lt;/P&gt;</description>
      <pubDate>Thu, 10 Jan 2019 19:58:12 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496719#M12790</guid>
      <dc:creator>philboboADSK</dc:creator>
      <dc:date>2019-01-10T19:58:12Z</dc:date>
    </item>
    <item>
      <title>Re: Animate Bones Directly</title>
      <link>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496720#M12791</link>
      <description>&lt;P&gt;Hi Phil, thanks for the reply. &lt;/P&gt;
&lt;P&gt;I have tried doing what you suggested as shown in the attached GIF, but i can't get it to work:&lt;/P&gt;
&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper" image-alt="16868-walkloadedonehand.gif"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/1498485i3BBE84016F2766D5/image-size/large?v=v2&amp;amp;px=999" role="button" title="16868-walkloadedonehand.gif" alt="16868-walkloadedonehand.gif" /&gt;&lt;/span&gt;&lt;/P&gt;
&lt;P&gt;I have also tried editing the new animation to include a keyframe where the operator has its bones reset at the start and end. This sort of works, but when i play the animation he obviously jumps to that pose and back out of it again. Also if i don't finish the animation exactly at the start or the end then any further animations i play have the newly offset bones.&lt;/P&gt;</description>
      <pubDate>Fri, 11 Jan 2019 09:45:56 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496720#M12791</guid>
      <dc:creator>mark_gormley</dc:creator>
      <dc:date>2019-01-11T09:45:56Z</dc:date>
    </item>
    <item>
      <title>Re: Animate Bones Directly</title>
      <link>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496721#M12792</link>
      <description>&lt;P&gt;You are storing the modified bone position as the keyframe at the beginning.&lt;/P&gt;&lt;P&gt;Reset the bone positions before adding the keyframe at the beginning of the Walk animation so that the keyframe's values are the reset positions, not the altered position.&lt;/P&gt;&lt;P&gt;Attached (&lt;A href="https://answers.flexsim.com/storage/temp/16877-reset-bone-position-keyframe.zip"&gt;reset-bone-position-keyframe.zip&lt;/A&gt;) is a video showing the steps.&lt;/P&gt;</description>
      <pubDate>Fri, 11 Jan 2019 14:27:18 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496721#M12792</guid>
      <dc:creator>philboboADSK</dc:creator>
      <dc:date>2019-01-11T14:27:18Z</dc:date>
    </item>
    <item>
      <title>Re: Animate Bones Directly</title>
      <link>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496722#M12793</link>
      <description>&lt;P&gt;Thanks Phil, that has now got it working as i wanted.&lt;/P&gt;
&lt;P&gt;Just to help me understand further, even though i created the keyframe first how come it didn't update the bone positions when i clicked on it and reset the bones again?&lt;/P&gt;
&lt;P&gt;I guess this may catch a few other people out so i didn't know if it would be a good suggestion to automatically add in a new keyframe to all animations that use animation clips once you choose to edit the bones directly, this will stop any of them breaking?&lt;/P&gt;
&lt;P&gt;The user manual is also not crystal clear on this, it explains that "You may want to use this option to add a keyframe at the beginning and end of any animations that animate the bones directly, especially when combining direct bone animations with animation clips." this may want re-working to say what you have told me instead. &lt;/P&gt;</description>
      <pubDate>Fri, 11 Jan 2019 14:52:34 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496722#M12793</guid>
      <dc:creator>mark_gormley</dc:creator>
      <dc:date>2019-01-11T14:52:34Z</dc:date>
    </item>
    <item>
      <title>Re: Animate Bones Directly</title>
      <link>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496723#M12794</link>
      <description>&lt;P&gt;The animator's UI for editing existing keyframes is finicky at best. I'll add a case to the dev list to look into that and your other suggestions.&lt;/P&gt;</description>
      <pubDate>Fri, 11 Jan 2019 14:57:19 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496723#M12794</guid>
      <dc:creator>philboboADSK</dc:creator>
      <dc:date>2019-01-11T14:57:19Z</dc:date>
    </item>
    <item>
      <title>Re: Animate Bones Directly</title>
      <link>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496724#M12795</link>
      <description>&lt;P&gt;I came across this problem too. The base position became the last bone position of a new animation that I created. If the main animations (Walk, Stand, WalkLoaded) could have an initial base keyframe, would help to return to the initial state. &lt;/P&gt;</description>
      <pubDate>Wed, 20 Mar 2019 14:12:09 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496724#M12795</guid>
      <dc:creator>lucas_klein83QQC</dc:creator>
      <dc:date>2019-03-20T14:12:09Z</dc:date>
    </item>
    <item>
      <title>Re: Animate Bones Directly</title>
      <link>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496725#M12796</link>
      <description>&lt;DIV class="fr-view clearfix"&gt;&lt;P&gt;&lt;A rel="user" href="https://answers.flexsim.com/users/206/phil.b.html"&gt;@Phil BoBo&lt;/A&gt;&lt;/P&gt;&lt;P&gt;Your way to modify keyframes of bone animations seems not to work in versions after 19.&lt;/P&gt;&lt;P&gt;Here is a video where I try to modify an existing keyframe. As you can see, the change I made is not taken into the animation (the menu option on rightclick of the keyframe, that is not shown is "Update Keyframe"):&lt;/P&gt;&lt;P&gt;&lt;SPAN class="fr-video fr-dvb fr-draggable"&gt;&lt;VIDEO controls="" src="https://forums.autodesk.com/storage/temp/41120-modifyexistingbonekeyframe.mp4"&gt;Your browser does not support HTML5 video.&lt;/VIDEO&gt;&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;It does work though, if make make the change first and create the keyframe after:&lt;/P&gt;&lt;P&gt;&lt;SPAN class="fr-video fr-dvb fr-draggable"&gt;&lt;VIDEO controls="" src="https://forums.autodesk.com/storage/temp/41125-createnewbonekeyframe.mp4"&gt;Your browser does not support HTML5 video.&lt;/VIDEO&gt;&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;Is there any way to edit an existing keyframe still?&lt;/P&gt;&lt;P&gt;Thx for looking at this.&lt;/P&gt;&lt;/DIV&gt;</description>
      <pubDate>Thu, 24 Jun 2021 09:55:06 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496725#M12796</guid>
      <dc:creator>ralf_gruber</dc:creator>
      <dc:date>2021-06-24T09:55:06Z</dc:date>
    </item>
    <item>
      <title>Re: Animate Bones Directly</title>
      <link>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496726#M12797</link>
      <description>&lt;DIV class="fr-view clearfix"&gt;&lt;P&gt;Yes, it looks like the Update Keyframe option isn't applying changes to Bones components. I'll add a case to the dev list.&lt;/P&gt;&lt;P&gt;Next time, you should ask a new question instead of hijacking an existing question with an accepted answer.&lt;/P&gt;&lt;P&gt;See &lt;A href="https://answers.flexsim.com/articles/22192/best-practices-for-using-this-answers-site.html"&gt;Best practices for using this Answers site&lt;/A&gt;&lt;/P&gt;&lt;P style="margin-left: 20px;"&gt;5. &lt;STRONG&gt;Follow-up questions.&lt;/STRONG&gt; Sometimes it's tempting to ask a follow-up question as a comment to an answer, or even more inappropriately, as a new answer to your first question. New questions that can stand alone should be posted as brand new questions.&lt;/P&gt;&lt;/DIV&gt;</description>
      <pubDate>Thu, 24 Jun 2021 14:58:31 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496726#M12797</guid>
      <dc:creator>philboboADSK</dc:creator>
      <dc:date>2021-06-24T14:58:31Z</dc:date>
    </item>
    <item>
      <title>Re: Animate Bones Directly</title>
      <link>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496727#M12798</link>
      <description>&lt;DIV class="fr-view clearfix"&gt;I will. Thx&lt;/DIV&gt;</description>
      <pubDate>Thu, 24 Jun 2021 15:04:29 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/flexsim-forum/animate-bones-directly/m-p/13496727#M12798</guid>
      <dc:creator>ralf_gruber</dc:creator>
      <dc:date>2021-06-24T15:04:29Z</dc:date>
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