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I have a complex animation movement so I parented my mesh to several empties that I animate separately.

EDIT : eg. a robot character, made of serval meshes; which are parented to :

  1. a null who rotates on the Y axis (main move); which is parented to :
  2. a "ticking" cycle on the Y axis; to break the "linearity" of the rotation with a stopmo-like movement. The tick is only a few keys with a cycle modifier applied on the curve.

I personnaly think that it's more easy to "break" the animation steps.

I was wondering if, rather than doing this (can be a mess for complex animations), it was possible to stack several time the same channel (here, Y rotation) so I can combine those two movements while keeping my keys clean ? If it is possible, how ? Thanks !

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    $\begingroup$ I'm not sure what you are asking ('over-animate'?). Are you able to add more detail to your question? $\endgroup$ – Ray Mairlot Sep 16 '15 at 10:47
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Using drivers, you can use a channel as input value for almost everything you want to animate.

To keep it simple, I've used only two objects: the location X channel of the Sphere will be applied to the location X channel of the Cube

enter image description here

In this example, I've added drivers to the Cube location, (move the cursor over the location fields then press d)

In the Graph Editor, switch to Drivers Mode

enter image description here

Select the channel you want to animate, then set the Drivers properties in the Properties Panel (n)

If you only need to copy the channel without any operations, you can set type="Averaged Value". Otherwise, you can choose the type you need:

enter image description here

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  • $\begingroup$ That a nice way to do it. I was wondering about anything a little easier to use, but that is fore sure a way to achieve it. Thanks ! $\endgroup$ – gordie Sep 17 '15 at 21:40

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