Home Page › Forums › General Chat › Animation Help Pls: Unwanted movement between keys.
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InverseKinematics.
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March 5, 2026 at 6:22 PM #2166172
Hi all. So I'm trying to do simple things like adding blinking to my animations. The problem is that, between the keys, the model's eyes incrementally move instead of snap back open. I'm creating a key with her eyes open, then creating a key with them shut, then another with her eyes open right after that. (I'm animating at 12fps, so it's key with open eyes, next key with shut, then next key open.) Anyway, how do I fix that so it doesn't look like her eyelids are getting heavy and she's falling asleep?
March 6, 2026 at 3:42 AM #2166210I suspect you need to change the 'Set Key Interpolation' to linear. The Easing is adding an interstitial frame for so-called 'smooth' motion.
March 6, 2026 at 7:36 AM #2166228But can I do that for just one animation subtrack? And, since the track is the head, I wonder how that would effect facial expressions...
March 6, 2026 at 6:45 PM #2166345Since I have no idea what your animation timeline looks like or what your goal is or your level of experience, I recommend you follow a tutorial to get a better handle on Studio animation advances, limitations, and terminology. It will be worth your while, rather than the time consuming back-and-forth of random forum opinions (that may or may not have any validity). Sincerely.
March 7, 2026 at 12:07 PM #2166479Keyframes only record changes for the specific bone. Even if the head has keyframes, you are actually only modifying the child bone eyelids. If you use other expressions that also modify the eyelids, they will definitely interfere with each other. You can use pose controls for expressions. These sliders calculate the delta of bone changes, which rarely causes conflicts and prevents the mesh clipping that often happens with manual adjustments.
March 8, 2026 at 3:44 AM #2166603Yeah you're right. I don't see a lot of complex stuff for Daz across the tutorials though. A lot of it is just, "Here's how you use these aniblocks to go from the walking pose to the ballerina pose." They tell you very little about the nuances of animation and/or any complex interaction. I'm animating porn, as well as the occasional introductory meat market animation. (Model turning around and smiling, eg.) The only purpose is to make the models come alive for a second before doing the rest with stills. They just have to come alive for a second, but not long enough to tip my hand on the terrible animation program I'm working with. I'm using aniblocks for things like blinking. I'm using Puppeteer to set poses for facial expressions and body movements (Which bones do I pin, etc) naughty bits at angles, naughty bits opening up properly to accompany naughty bits at angles, breathing. I sometimes use key frames rather than the record feature with Puppeteer. I don't use canned animations aside from the blinking. They're all at 30 fps anyway, which I can't do. I still have to keep my stuff at 12 fps, notwithstanding my 3090 and the fact that I never move the camera and only background stuff once before putting that static background in PS.
A lot of this Daz stuff is, "You're on your own. We'll leave it to Youtubers to explain super simple things and to Daz forum people to endlessly speculate on possible solutions to your problem." That's basically it. It's a shame there isn't One Program to Rule Them All. No pipeline from this to that program and struggle with everything. No Blender screwing around trying to make your morphs work. No garbage bridge. Just do the characters, modify the environments, animate them well, write a story, make a game.
I guess if you're a Zonegfx person, you can't beat the price.
I would gladly pay at least $100 a month, maybe twice that, for Daz to have a good animation program and employ creators who make the good stuff as part of that subscription. Gladly, no more pirating. Integrate the whole shit.
March 8, 2026 at 7:50 PM #2166705I totally agree with your assessment of the DAZ3D "You're on your own." notion. It's exasperating! That's essentially why vendors are able to market scripts and plugins and tutorials intended to ease the otherwise ridiculously arcane processes.
"Better to strike a match than curse the darkness."
Although it sucks to migrate away from the arguable familiarity of DAZ Studio, Blender pretty much is the "One Program To Rule Them All" integration. Sure, the learning curve is relatively steep. But everything you likely want to be able to do is doable in Blender. And it's free. And thanks to sites like this, so is much of the content.
Anyway, back to animation...
The only answers I have are in the form of advice. The only way out...is through. If you can't find suitable tutorials, you'll have to do what we all do: experiment. 'Perfection' is a formula: Practice + Iteration / Time. And don't be too concerned with thinking your animation is too simplistic. You are our own worst critic because you have expectations; your potential fans don't. Yet. But they certainly will decamp if your quality slips. They are fickle and easily distracted by newer shinier objects.
May 1, 2026 at 12:25 AM #2173659I wish the Blender thing was that simple. I would absolutely use it if I could get the morphs on the naughty bits to work, but sadly even diffeomorphic...I can't get that stuff to work, and I lose all of the good expression morphs and mixes that I like and am stuck with the garbage basic expressions that comes with the essentials. If the gens and the expressions worked, I would do it and learn how to put textures on the models that work in Blender. Everybody says Blender but I haven't found a way to get there with exporting models with accessories there.
May 1, 2026 at 10:16 AM #2173707For Blender. There was a torrent named NSFW Learning knocking around not so long ago. I think it can be found on Archive...org. 40GB in size if memory serves me well. Sad to think people used to share info for free, now most want money to share info or don't have the time 🙁
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