I have made a cog wheel and am trying to animate it into a full 360 degree spin. Since I am only spinning the wheel across the Y axis I didn't feel that any armature or bones were necessary.  I'm having issues, though, with getting the animation cycle to be fluid. The keyframes and rotations are as follows:  1: 0 degrees  1/4: 90 degrees  1/2: 180 degrees  3/4: 270 degrees  last: 0 degrees  This has the unwanted result of ending on the same rotation that the animation starts, which as you can guess causes a 1 frame glitch in the animation where the frames are the same. I don't know exactly what the rotation should be 1 frame from being back to the start.  This seems like a very common problem, and I would presume occurs in walk cycles or any other animation sequence. What is the fix for this?   Can you ignore the last frame in the animation cycle, but use it to set the values (IE: define the last frame to be 0 degrees, causing the animation to animate to that end, but never reach it, as the last frame would become the first frame of the next iteration)?
111885
At the end of my animation, the animation pauses a bit then loops again, how can I stop the slow pause, and let the loop work fluently?
32963
I'm doing a short little animation for a side project and the length is 167 frames. I think I accidentally clicked something and now it only plays up to half of the clip before looping.  So for example let's say I was doing an animation of someone sitting down. Halfway through this animation, it just cuts off as if it reached the end of the clip already.  Also that green line that runs while the animation is playing is always really far behind my mouse. I'm really stuck and confused by this, so I'd really love some insight on this subject.  Also due to copyright, I can't actually share or upload the file or any of it's contents.  Here are some screenshots of the timeline and settings:
114042
Since a picture (or animated GIF in this case) is worth a thousand words, I will begin by providing an example of the problem I am trying to solve:    As you can see, the fragments of the monkey never change orientation as they fall and "bounce" off of the plane that they are colliding with.  I created this animation by adding a monkey to the scene and using the Object->Quick Effects->Quick Explode tool. The fragments never change their orientation, which is grossly unrealistic.  How do I fix this?
15397
I've stopped my animation that was rendering at 224 frames (out of 250) and I can't find a way to start rendering again from where i left off. I've been told to change the start frame (under frame range) to where I last left off but it just starts the render from the beginning (restricted to 224-225 frames). Please help, I just need a few more frames 😭
81357
So I have a problem were I add a new keyframe in between a loop the last keyframe takes the new keyframe's value.  Lets say I have :   keyframe 1: x=0 keyframe 2: x=16   and then I add    keyframe 3: x=6    in between. What happens then is that keyframe 2 value changes to 6? I have been searching to modify this behaviour everywhere, but don't seem to be able, any help?
3115
I see questions come up quite often that have this underlying issue, but they're all caught up in the particulars of a given feature or tool. Here's an attempt to create a canonical answer we can refer users to when this comes up - with lots of animated examples! :)    Let's say we're making a first-person camera. The basic idea is it should yaw to look left &amp; right, and pitch to look up &amp; down. So we write a bit of code like this (using Unity as an example):  void Update() {     float speed = lookSpeed * Time.deltaTime;      // Yaw around the y axis using the player's horizontal input.             transform.Rotate(0f, Input.GetAxis("Horizontal") * speed, 0f);      // Pitch around the x axis using the player's vertical input.     transform.Rotate(-Input.GetAxis("Vertical") * speed,  0f, 0f); }   or maybe  // Construct a quaternion or a matrix representing incremental camera rotation. Quaternion rotation = Quaternion.Euler(                         -Input.GetAxis("Vertical") * speed,                          Input.GetAxis("Horizontal") * speed,                          0);  // Fold this change into the camera's current rotation. transform.rotation *= rotation;   And it mostly works, but over time the view starts to get crooked. The camera seems to be turning on its roll axis (z) even though we only told it to rotate on the x and y!    This can also happen if we're trying to manipulate an object in front of the camera - say it's a globe we want to turn to look around:    The same problem - after a while the North pole starts to wander away to the left or right. We're giving input on two axes but we're getting this confusing rotation on a third. And it happens whether we apply all our rotations around the object's local axes or the world's global axes.  In many engines you'll also see this in the inspector - rotate the object in the world, and suddenly numbers change on an axis we didn't even touch!    So, is this an engine bug? How do we tell the program we don't want it adding extra rotation?  Does it have something to do with Euler angles? Should I use Quaternions or Rotation Matrices or Basis Vectors instead?
61131
I'm trying to use blender to test the probabilities associated with different faces of non-cubic dice (some of you may even know why). I've already written a python script that randomly sets the objects position, rotation, initial linear velocity and initial angular velocity, then bakes the physics and jumps to a frame where the shape is likely in a settled position. The problem is that the rotation data at this frame seems to be the same as the frame right before the physics engine took over. It looks like the physics engine doesn't operate directly on object transformations. Is there a way to get this rotation information from python? Right now I can't even seem to find it in the UI.
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I modelled a part of a bicycle chain added an Array and a Curve Modifier   everything worked nicely until I added cogs and translated and scaled the chain parts to fit the cogs.  I tried to apply transformations, re-added the Curve Modifier but had no success, it still deforms the chain that strange:    Before I messed it up it looked like this:    How could it be fixed?
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I'm trying to implement a GPU skinning version of the md5mesh.js by @tojiro ( with CPU skinning) in WebGL (live demo of the project , use WASD to move the camera around).   The main concept is as follows: I modified the Vertex buffer object in order to fit the information of bones indices and bone weights, then for every frame of the animation I modify the bone matrix (an array of transformation matrices for each bone) with the appropiate matrix (for each joint I create an identity matrix and multiply it by it's orientation and position, then I multiply the result by the inverse of the bind pose and it's ready to go to the shader).  This works OK when the boneMatrix array is filled with identity matrices (by concept it should render the bindPose and it does). However when I try to load an animation the movements appear messed up and clipped. I discarded a wrong/corrupt version of the md5mesh / md5anim by loading them in an MD5 viewer.  Here there is an example of what happens when the boneMat array is filled with identity matrices:    I think this is the way the model should look, but when I try to animate it...    The general movement of the mesh is correct but some vertices move with an strange direction / orientation which forces a lot of clipping to occur.  Maybe someone experienced in the matter can spot the problem directly from the image, if not I' willing to provide any part of my modifications on the md5Mesh lib.  In order to implement all of this I've followed  tutorial and took a lot of ideas from  implementation.   Any help will be appreciated, I've really hit a wall with this!  Thanks in advance.
58711
I am animating a Rubik's cube, and as soon as I get to the second rotation the blocks that have previously been rotated start tripping out even though it should have been reset. I tried making the graph linear which fixed a lagging issue I had, but the blocks still start to spin instead of rotating around a single axis.
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I've problem Rendering sun rotation animation. Steps to reproduce:   Create the sun object Set 1st keyframe   Select keyframe Rotate sun object using the handle "I" > Select Rotation  Set 10th keyframe (Reproduce same steps found in 2nd point)  Add frame_change_post handler to print sun rotation_euler Run Render > Render Animation   The result was 11 times (0-10) printed same rotation Euler &lt;Euler (x=-7.9113, y=0.2392, z=-7.1615), order='XYZ'&gt;  .But when I move from keyframe to keyframe Euler XYZ positions are updated. Why is that so?  Here is a demo plugin created to replicate the issue:  bl_info = { "name": "Sun animation using lever", "author": "karlisup", "version": (1, 0), "blender": (2, 80, 0), } import bpy from bpy.app.handlers import persistent  @persistent def sun_handler(scene, depsgraph):     if "Sun" not in bpy.data.objects:         create_sun()     sun = bpy.data.objects["Sun"]     print(scene.frame_current, sun.rotation_euler)  def create_sun():     bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection     light_data = bpy.data.lights.new(name="Sun", type='SUN')     light_data.energy = 30     light_object = bpy.data.objects.new(name="Sun", object_data=light_data)     light_object.location = (5, 5, 5)     bpy.context.collection.objects.link(light_object)     bpy.context.view_layer.objects.active = light_object  def register():     bpy.app.handlers.frame_change_post.append(sun_handler)  def unregister():     bpy.app.handlers.frame_change_post.remove(sun_handler)  if __name__ == "__main__":     register()
107182
Hi everyone, I have been trying to bake a "follow path constraint" animation to keyframes in preparation for exporting to webgl formats. I have a path and I have added an object constraint "follow path" to my model, at which point it animates fine. I now have to bake this to key frames for use in webgl but i get nothing whatever I do with the bake options except an end and begining keyframe that are the same. I know this will be simple but I am just not seeing what I am doing wrong. If you could provide any guidance I would be extremely greateful. many thanks
111407
Imagine this scenario. Crane 1 picks up a boulder and puts it into a cart, the cart moves, stops and then the boulder gets picked up by Crane 2.   Armature wise everything works. I'm having difficulty transferring the object  My issue is:  Boulder is child of a bone in crane 1 using constraints. it gets moved by the animation but I can't get the crane to "release" the boulder. Setting the influence to 0 leaves the object where it was before it was picked up.   I can get round this with 3 scenes, but I want to just use 1 in a continuous flowing animation  Whats the proper way to do this?  Thank you in advance for any help Sean
102979
Any idea of why my viewport preview of the simulation stops at 250 frames? (as you can see on the orange line on the timeline)  Am I maybe missing any kind of configuration?..  It's a rigid body simulation.. e.thing works fine but the preview freezes at 250 frames.... No keyframes on the simulation, only on the colliding object that has an infinite loop rotation.....    Is it maybe because of motion paths setting?  It is set on 300......       Update:  Problem solved! I missed this tab of configurations!!
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Suppose a wheel is rolling smoothly on a horizontal plane i.e., it is rolling without slipping.  Now let's take the two cases of the horizontal plane:   It has friction It is frictionless   In the first case, as of my knowledge friction doesn't come into play when there is no slipping. So, will the wheel roll forever? If it comes to rest is the answer friction? If not what brings it to rest?  In the second case, there is no friction. So, here also will the wheel roll forever? And if it comes to rest what brings it to rest?
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Can anybody help me with changing colors of a mesh in animation? When I change the color and set the keyframe, the last modified color of the mesh is applied on all previous keyframes.  When I press i to set keyframe, which keyframe should I choose from the rolling list?
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I was following a tutorial on rigging (was pretty much done) and now my entire model keeps spinning around the main root bone if I try to move any bone at all. (first picture is where it originally was and still is while in Rest Position, second image is of how it changes when in Pose Position while in Pose Mode or Object mode, Edit Mode seems fine)    I tried clearing All Transforms or hitting the ALT+g, s, r while all were selected and that just caused it to spin in the same direction like everything else does as shown in this picture:   I was nearly finished with this video tutorial here,     and near the last part my issue began. 2:28:07 was the last time I was in edit mode and the pose was fine. Right after the little turrets he then went and parented 3 more bones and then he switches back to pose mode with no problem, I suspect somewhere in there is where the problem occurred on my end. I could have sworn I followed it correctly but maybe I went wrong somewhere I have no idea.   I couldn't find another issue like mine exactly so sorry if this question has been asked before, I'm still very new.  Edit: I checked in the video comments to see if it had happened to anyone else but I did not see any mention of it unfortunately.  Edit2: Picture for more detail on the yellow lines.