Newbie Animator here. I'm creating my first walk cycle and have set a keyframe on key 1 and and a keyframe on frame 17. Whilst playing the animation however the frames in between make the arm move out before reaching the next keyframe instead of just simply rotating as expected. I've no idea how to fix this, can anyone help?
Link to the animation -
https://gyazo.com/456f0513d5c3e1e81d43cd077328840e
Replies
This behaviour is quite normal. If you set your default keys on creation to linear this will avoid overshoot, and at the end of your first or second pass you can set all your keys to smooth again.
I'm not talking about just adding arbitrary keyframes to force the computer interpolation one way or the other, I'm talking about adding breakdowns/inbetweens where they would naturally occur as the animation becomes more and more polished - to the stage where you're animating on 1s or 2s and the graph/curve editor doesn't really play a role anymore as the animation will be pretty much completely hand-animated at that stage.
Of course, if animating background characters/game characters/etc the animation won't need to be so polished that you're on 1s or 2s, but I still feel that learning the traditional approach will serve anybody in the long run.
Im using Maya and my tangents were set on Plateau. Seems the graph editor cannot fix this, as i can only move the position on the 2 current keyframes and changing the tangents from plateau to linear on the graph editor doesn't fix the current inbetweens of the animation
If you only have 2 frames and the computer is animating between them then of course this will happen. Are you following a particular tutorial?
Maybe because of the different rig the computer animates the inbetweens differently?
Regardless, from listening to what you're saying it seems its not a problem and I should continue to work on the animation as normal
Btw, thanks for your help thus far.
It shouldn't matter what rig you use but you should find one you like and stick with it whilst you learn.