IPO curve interpolation modes

Animation tools, character animation, non linear animation

Moderators: jesterKing, stiv

Post Reply
nemyax
Posts: 0
Joined: Mon May 31, 2004 12:34 pm

IPO curve interpolation modes

Post by nemyax » Wed Oct 11, 2006 11:26 am

Is there a reason why the interpolation mode (linear, constant, Bezier) is set per curve? It makes more sense to define it per key.

LetterRip
Posts: 0
Joined: Thu Mar 25, 2004 7:03 am

Post by LetterRip » Wed Oct 11, 2006 7:01 pm

it is just coded that way currently, hopefully in the future someone will code piecewise curves so that per keyframe can be done.

LetterRip

nemyax
Posts: 0
Joined: Mon May 31, 2004 12:34 pm

Post by nemyax » Wed Oct 11, 2006 8:24 pm

I see, thanks. Is the IPO system on anyone's to-do list at the moment?

LetterRip
Posts: 0
Joined: Thu Mar 25, 2004 7:03 am

Post by LetterRip » Thu Oct 12, 2006 1:02 am

not that I'm aware of.

LetterRip

slikdigit
Posts: 133
Joined: Wed Oct 16, 2002 3:52 am
Location: Northampton, MA (US)

Post by slikdigit » Tue Oct 17, 2006 8:26 pm

you can work around linear vs. bezier by using bezier interpolation and vector handles for "linear" keys, and auto handles for 'bezier" keys. Of course, there is no way to simulate constant keys with bezier handles- if you need to mix both types and you're lucky, you can use parenting with two different objects.

This is assuming you're looking for a way to achieve the same effect, not a real answer to 'why it's that way"

nemyax
Posts: 0
Joined: Mon May 31, 2004 12:34 pm

Post by nemyax » Tue Oct 17, 2006 8:35 pm

I know about using Beziers for linear slopes, and about multiple vertices at the same frame. I was just wondering whether there was some technical limitation and how likely this is to change in the future.

Post Reply