


I loved being able to select a set of key-frames and simply punching in a numeric value to get them to jump exactly where I wanted them without hours of precise mouse movements. I loved being able to select a region of key-frames and adjusting them without new key-frames being added to the ends of the selection region. I loved being able to lock an animation key-frame in time while adjusting its value, or locking its value and moving it around in time. What drives me insane is the nature of the control I have over automation points. So what I find myself doing is hand-adding automation points in PT like I used to when I was animating regularly. What I never did was animate in real-time the way you can write automation in PT in real-time (this would be virtually impossible in a 3D modelling environment, anyway). You make an adjustment to a small number of key-frames and loop the animation back until it "feels" right. This is how I started, so it's a style of workflow that's really comfortable for me. In that environment, my workflow involved positioning the timeline where I wanted to key-frame a certain pose, manipulating the character into that pose, and then hand-crafting the function curves these key-frames generated (analogous to automation curves in PT) so that the transition from one key-frame to the other matched the style of movement I was after. The reason I'm asking about this is I was a hobbyist game developer in high school and my first foray into automation-like content creation started in 3D animation. I'm feeling really ham-handed so a little perspective from other folks' methods would be a real help. I was interested in talking a little about people's approaches to writing automation in Pro Tools.
