If you were to step through the frames now
(or, particularly, in a more complicated animation where the pivot moved
multiple times), you would probably see some jiggle. This is because
the movement of the bones is controlled by motion splines, and the influence
of the two keyframes extends past the time between them. If the interpolation
is set to Spline, then the movement doesn't just linearly proceed between
the two points: it bends to try to adjust to curvature. While that
is what we want in general animation, it certainly isn't what we want in
this case (since the bends will only make is harder to get the movement
of the Patriarch and the Compensator to cancel out precisely).
To repair this problem, double click on the Patriarch channel in the
Action. This will bring up a channel window with the Patriarch's
channels (presumably only X-Translate, Y-Translate and Z-Translate).
Drag the Patriarch Compensator channel into the channel window, and it
will appear along with the Patriarch.
Select each channel and change its interpolation on all point to be
linear. This will guarantee that the movement of the two bones will
be simple, and cancel out perfectly.
Close the channel window, and you'll be set to finish up the pivot step.
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