I'm trying to make an animation in blender, but the animation keeps desyncing on me, causing things to clip, or just go at wildly different times. I'm using very basic keyframing, as I'm not that far advanced at all. If anyone could help it would be appreciated.
Hi ttmtigran ,
That has probably (mostly?) to do with where you Objects' Origins are.
"using the 3D cursor as a base of animations"
What a 'strange' idea...(but I am not an animator, so what do I know, right?)
Anyway, it didn't seem to have worked; the one that is 'out of sync' is exactly the one with its Origin in a different place...I don't think that's a coincidence.
I sorta got it resolved, at least for what I needed this time around.
The program had done weird things, such as when I hit F12 to render, it wasn't rendering what was in the camera, but a frame in the video editor.
*And even now the forum threw a fit and claimed I wasn't human.... o.O *
That last one has happened to me as well 😉
But it's not Blender that's the problem in your case, but your understanding (or lack of it) of how it works.
For instance, Blender will, by default Render what's in the Compositor and what's in the Sequencer (if there is anything there),. You can disable that here:
Other problems you might have encountered can most likely also be explained.
It's usually just human error, so that 'proves' that you're not a bot, or so.
When adding a keyframe, you are adding a start position and and end position, every frame in between is based on the interpolation method.
Rotating around a pivot point in the viewport from the start keyframe to the next keyframe will not be the same in the animation.
If the interpolation is linear it will just travel in a straight line from one keyframe to the next.
You need to learn more about the graph editor. The Fundamentals of Animation is what you need.
When animating you shouldn't use 3D Cursor for rotation. At least not until you have a lot more understanding of orientation vs rotation and the transform matrices. I'm pretty sure that's where your problem is. I'd recommend doing one of the following in the future. 1. Use an empty as your pivot point by parenting object to the empty. 2. Move object origin to pivot point. Once set you can't move it. 3. Use an armature. Here is a partial explanation of the transform matrices. https://youtu.be/UhQjt9IDjpk?si=GyO6Q4kBlyINuoRc