The klub 17 poses
![the klub 17 poses the klub 17 poses](https://s.hdnux.com/photos/01/12/30/55/19499845/5/1200x0.jpg)
![the klub 17 poses the klub 17 poses](https://s.hdnux.com/photos/01/12/57/30/19592719/17/ratio3x2_1800.jpg)
Tip: You can undo accidental changes using Ctrl-Z. See the green HUD (fig 1, item 5) to see its status. When you make any adjustment, this automatically sets a keyframe recording your change (unless you turn off Automatic Keying by clicking the large key icon on the toolbar (see figure 1, item "3") or pressing "K" on your keyboard). Click & Hold the colored portion of the manipulator to move it in that direction. If you aren't sure which body part a button manipulates, hover over it with your mouse and the name will appear in the upper left of your screen. The circular arrow buttons reveal the ball-shaped "Rotation" manipulator to turn that body part in a particular direction. The "plus" sign buttons reveals the X/Y/Z "Translation" manipulator for moving body parts to a new location (see the section below on "Creating a Pose" for more detail). Pose 2 -The Mannequin is a handy one-stop area where you can select the body part you wish to move to create your animation. If the curve is flat there is no movement. Where the curve is steep there is a lot of movement or speed. Tip: Where the curve is close to horizontal that is where the object is moving slowly. The hand animation shows what this will look like on your model. The purple dots are the keyframes and the short lines are the tangents which indicate the direction of the curve at each keyframe. This is essentially drawing a smooth curve as illustrated below. Let's say you move the model's hand up and down a couple of times, setting keyframes in the timeline as you go.īy default, we will see smooth interpolation between the keyframes. In all of these cases we can also specify what happens between the keyframes. This could be the rotation of an elbow, the position of a hip, the amount of a facial sneer or the position of the camera, etc. When we set keyframes in the Pose Editor or the Sequencer, we are creating movements at specific points in time. The Pose Editor has the following features: But in the Sequencer, you will be able to chain together as many poses as you like to make entire movies. Each "page" is 4 seconds (each second is divided into 24 frames, or key placements), for a maximum animation of 48 seconds at the default/slowest playback speed. The PE starts with a timeline that is 12 "pages" long. so I will not be covering them in much detail here. As you might imagine, this makes "Interactive" poses extremely difficult to edit. In addition to the four "Event" loops, any animation outside of those sections plays continually, so "events" actually overlap & modify the existing animation. Also, unlike basic Animations, you can preview Interactive poses at different playback speeds, while standard animations can only be previewed at just one speed. "Interactive" poses however contain four color-coded "event loops" ( "Normal", "Penetration", "Orgasm", and "Cooldown") that are each played at different times depending on the model's arousal. "Animations" are simple frame-by-frame animations that play straight through at a preset speed. TK17 has two different pose types: "Animation" & "Interactive". We can dream but if it were really that simple, you would lose a lot of your actor's control. But if you position your actor in one location, then move them a few feet to the side, the computer WILL NOT have your actor turn & walk to the new location, they will simply slide to the new location as if on a conveyor belt. For example, if you place your hand way over your head in one frame and then all the way down in another a few seconds later, the computer takes care of all movement in-between to perform a straight-line animation of your actor moving from Position 1 to Position 2 in that period of time. Animations are calculated using a computer method known as " tweening", where the computer calculates the actors' position between keyframes for you so you don't have to manually position your actors every single frame. The "Pose Editor" ("PE") uses the technique of "keyframe animation" to create a scene. "VX" supports up to 4 actors that are little more than poseable mannequins. In TK17, "poses" are short animations (a single frame "animation" is a static pose) of your actors in differing situations.
![the klub 17 poses the klub 17 poses](https://64.media.tumblr.com/1754d1cce25b4806b1a8b9ee0311a1e6/tumblr_oldf75ZRmA1unr94ko3_500.png)
Despite the name, "Poses" aren't necessarily static.