Hello, changing the bones rest is to move the bones without affecting the image deformation. But the system can be improved for sure.
The keys can't be copied but you can copy tracks between animation. But yes be able to copy keyframes could help in some cases. I'll note that for a future update and also being able to copy whole animations.
Deakcor
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Oh nice, thank you. Ok certainly because the points have been added before transforming to mesh. I'll have a look, and I see you animated without bones maybe you will find animation easier by using bones, also for mesh deformation it can be really useful :
https://docs.pixelover.io/tutorials/bones_animation
https://docs.pixelover.io/tutorials/mesh_deformation
For the tail (and the legs maybe ?) you could maybe be interested to use inverse kinematics :
Inverse kinematics - PixelOver Manual
Hi, if it's the same file, PixelOver has a system of synchronization that's to say if the file is modified in an external program it will be resynchronized in PixelOver.
But for the animations if new ones have been added there will be one more step, you will need to create a new animation in PixelOver and you select the object in the bottom left panel under the animation input choose the right animation and add a key. (It's a bit complicated so I'll add a short gif here to better explain later)
And for the moment there is no way to only import animations to another imported 3d model. But in the future animation system will be improved.
Hey, yes the issue is I think, the animation with a lot of keys have different frame duration. Maybe this could be improved in the future by introducing a time input instead of using the frames.
So yes for the moment. If all the frames have same duration, one key is created at the beginning and one at the end. Else multiple keys can be added if the frames duration differ. (I see there is a lot on the timeline maybe I could improve the amount of keys required)