Switch interpolation breakage

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Jkoseattle
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Switch interpolation breakage

Post by Jkoseattle »

I have a switch layer in which I am interpolating sub-layers. Works fine. However, after doing some animation, I'll decide I need to adjust one of the sub-layers. I go to that sub-layer, return to Frame 0, and make my edit. However, this action breaks the interpolation at the point where the edited sub-layer is called. Even if I delete the keyframe and re-enter it, the interpolation does not work for just that one sub-layer. Even if I add it somewhere else in the scene, everything else will interpolate but that one edited sub-layer. I also tried turning off the Interpolate option and re-applying it, to no avail.
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synthsin75
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Re: Switch interpolation breakage

Post by synthsin75 »

If you added or deleted a point, this edited layer can no longer interpolate. You'd have to add/delete the same number of points to the same places in the other layers, and in the same order, to fix the interpolation. This is why interpolated switches are usually built with duplicate layers.
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Jkoseattle
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Re: Switch interpolation breakage

Post by Jkoseattle »

I tried that method with the reference layers that you referenced the other day, but it was too much of a leap at my beginner level, so I decided to make the whole mouth a single layer and switch it up that way.

No points were added or removed from the edited sub-layer. I just moved existing points a bit.
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Thing I did for work: https://www.youtube.com/watch?v=LgFYGqifLYw
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synthsin75
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Re: Switch interpolation breakage

Post by synthsin75 »

That wouldn't break switch interpolation, so I'd probably have to see the file to figure out what's wrong.
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dueyftw
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Re: Switch interpolation breakage

Post by dueyftw »

You have to understand that each point has it's own unique identifier. You don't see them, but they are there. That's the reason why you can't have more or less than the same count. And why you have to keep track of each point.

Dale
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