I’ve been trying to figure things out, and I’m really confused.
Basically, I have a robot I want to animate. I’ve gotten a blockout version done. I’m expecting to do some very straightforward, hand-made frames for its animations; less than 30 frames. Then, in theory, I’m going to use Bongo to attach the final versions of the model to this basic version and render out the animations, following the blockout’s rotations, etc.
Problems:
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Setup isn’t well-documented and I ended up on Reddit to figure things out. At first, I was working like I usually would, with Groups. That doesn’t work; if you build a hierarchy with Bongo, it selects one of the objects in the Group, not the entire thing. Reddit said, “use Blocks”, so I made all the Groups into Blocks. That’s unintuitive, but it works.
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I quickly discovered that Thou Shalt Not Rotate More Than One Block in a given Rotate action. Somehow, this breaks things, despite all the geometry now being in Blocks, with a hierarchy. This probably doesn’t bother anybody but me, but I just wanted to rotate both of my robot’s forearms in a single step to set up Frame 1, and it broke things, lol. It seems like if you Rotate multiple objects, then the hierarchy solver should be checking all of them for Children, not just the first Block you’ve selected.
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Now I’m stuck.
I have Blocks, and they’re in a valid hierarchy (I think). Everything looks OK in the Animation Manager.
When I move a thigh, the shin moves, when I turn a shin the foot rotates, etc. I’m not using IK or anything fancy like that; I’m probably going to use the interpolation only a little bit.
So, it sounds great… but.
What I want to do, immediately, is to make several frames where nothing is moved, rotated, etc. I need these keyframes for various reasons; for example, at the end and start of a walk cycle, you generally need “home” frames, so that the interpolation is correct and arrives at the correct rotations exactly on time.
However, I’m stuck here. If I make a frame where “nothing happens” on Keyframe 0, Bongo shows a Keyframe… but if I move anything on Keyframe 1 and then go back to Keyframe 0, Keyframe 0 is then changed.
This is precisely what I don’t want. Frame 0 is meant to be a neutral pose frame that I can copy and paste to where I need a fresh new keyframe. I don’t want any other Keyframe to ever alter it. Right now, while I’m experimenting, it doesn’t matter; I just Undo. But it’ll really, really matter later, when that’s where I’ll need to make new geometry the Children of the existing maquette.
So, er… what do I do, to make keyframes where “nothing happens”? How do I Copy such a Keyframe? I don’t even see a method to Paste one; the manual mentions something about CTRL-drag, but I literally need to copy the state of Frame 0, select Frame 5, then paste it in- with every single rotation exactly how it was in Frame 0. How do I do that?
Anyhow, here’s the file. I’m realllllly confused by Bongo’s process, and the only video I found about setting up Keyframes was for something really simple, where an animation went in one direction on the timeline; I need to be able to do something a bit more complicated here, and I desperately need a way to copy and paste all of the states of all of the joints, etc.
DerpBot.3dm (5.9 MB)