View Full Version : gots me a problem with importing
Hey guys,
A deadline is on my heels and coming quicker. I am trying to import a fully keyframed animation with lattices and what not into another scene file. I need to maintain the animation, but move the object to a different location in the new scene. However, when i do that, it no longer deforms, and i noticed that when i moved it only slightly from its imported position, it deforms very strangely, as if the deformations can only occur in that exact position and nowhere else. I know there has to be a workaround for this.... please help!
thx
irie
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svenip
06-09-2002, 08:15 AM
this can have many different solutions and problems in it. at first you need a new top node. i do this always with a simple circle at the bottom of the character. parent everything from the character underneat. ohh sorry, not really all, you need to be aware of double transforms. after that all the anims of the character are interpreted localy in relation to the new node, so you can move it around like you want. but really be aware what you parent under the new node, double transforms are BAD and will ruin your character.
svenip,
your knowledge is endless! thanks so much for all your help in the past days with my projects :) !
Just one question though, what are double transforms and how do i avoid them?
I noticed that one time importing the character, there was a second mesh over it and it wouldnt animate right if removed... is that it?
thx
irie
svenip
06-09-2002, 03:48 PM
double transformations can occur quit often in character setup. let's give an example (just an easy one).
so let's say you have a leg bound to a skeleton. if you now select the skeleton and the leg too, and moove it (actually it's locked, but you can unlock it for this example) you will get double transforms. it's easy to explain what happens. at first the skin is moved from the skeleton (this is what it is for). and it's also moved by your transformation. so the overall transform is doubled.
you will get them quit often using deformers for secondary motion on the skin. best example here might be a cluster. if you have a skinned head, and also clusters to drive the eylids etc and let's say you've parented them to a joint to go with the movement of the character you can get double trans. sometimes you don't need to parent them under a joint but sometimes you need. therefore clusters have a checkbox called "relativ". if it's checked the cluster don't get the transforms from the joint.
hope this is a good start to understand. the whole topic double trans and deformation order are playing together and at first start are not easy to understand, but once you did it it's no problem to control these things
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