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Specific Bones Snap to Original Position when I Set a Keyframe

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Message 1 of 5
Anonymous
1930 Views, 4 Replies

Specific Bones Snap to Original Position when I Set a Keyframe

I'm a bit less experienced with animation and have spent more time modeling, and I thought trying to animate one of the models I made could be good practice and help flesh out my portfolio.

 

I put together a skeleton, attached it to the Meshes, and started using the Paint Skin Weights tool to sort it out, and I remembered something about a rotation joint in the arms to help facilitate the twisting of the forearm, so I added a new joint there after already attaching it to the skin. This joint wouldn't let me Paint Skin Weights, presumably because it isn't actually connected to the skin, and I couldn't figure out a way that I could do that without having to more or less start from scratch, but it was still helping just by rotating the wrist joints in a more convenient way, so I thought I'd work with it.

However, once I started trying to actually animate with it, it would snap back to it's original rotation whenever I tried to set the keyframe for it. Is there something I can fix here without having to undo too much work, or any if possible?

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Message 2 of 5
hamsterHamster
in reply to: Anonymous

You could have avoided rebinding skin, because there is an Add Influence option, or at least have saved times if Exported-Imported weight maps (although UVs have to be non-ovelapping).

The snapping is something uncommon. Do you have the skeleton rig, or are you animating joints directly?


,,,_°(O__O)°_,,,
Maya2019.1 @ Windows10 & GeForce GTX1080Ti

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Message 3 of 5
Anonymous
in reply to: hamsterHamster

I'm not entirely sure what you're trying to say with the first part there, this is the first time I've bound the skin so there weren't any weights to import, and I didn't actually re-bind it to get the new bones in, as I thought I could still work with what I had.

 

I put together a skeleton rig for it, but I guess I've mainly been manipulating it by selecting individual joints and rotating them, that's the only thing that seems to really distort it properly, trying to move joints around besides the few IK handles doesn't really work.

Message 4 of 5
hamsterHamster
in reply to: Anonymous

What I meant was you could save time and effort by just adding influences (roll joints), or, exporting weightmaps before unbinding, attach the rolls, bind and import back previous weights. Anyways..

Seeing your screenshot doesn't help much to solve your problem.. all I can is to guess:

1. Have you Referenced your Titan? Referenced channels usually lock, won't key, might snap back.

2. Does Titan's joints have any input connections? Colored - cyan, green, yellow.. red would stand for keyframes, be sure they appear on the timeline as red vertical lines)

3. Does other random object in your scene move without snapping?  Might be that you have turned either global Snapping, or each transform tool also has own snappiness, incremental transforms.


,,,_°(O__O)°_,,,
Maya2019.1 @ Windows10 & GeForce GTX1080Ti

If the post was helpful, click the
 ACCEPT SOLUTION  button, so others might find it much more easily.

Message 5 of 5
Anonymous
in reply to: hamsterHamster

It seems like exporting the weight maps was the thing to do here, sorry I don't really understand this kind of stuff and made things more confusing and stressful than they had to be.

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