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WulfHF
07-04-2002, 06:06 AM
Hi ALL, My frist post and first question.

First I've been working on a Starwars model of IG-88. I want to animate him using CS. But I've been having a few problems which made me turn to Max bones ( which I'm having problems doing what I want him to do). Now this character has defined body sections since he's a robot, like feet, lower leg, thigh, etc. So the parts rotate and bend at the joints and so no deformations are needed since this metal doesn't bend. I applied the biped to my mesh. I read something about locking vertices which will cuase to the vertices to stay rigid. But I have no clue how to approach this. Do I lock the entire mesh since I don't want any deformations? Or do each body part individually? This is where I am stuck.

Thanks for your help.
Later :)

Iain McFadzen
07-04-2002, 08:09 AM
If you want to animate with Max's IK then why use bones at all? You can apply IK solvers to any linked hierarchy.

If you really feel you need to use CS, then why use Skin/Physique at all? You can just link the body parts directly to the Biped bones.

bombyx
07-04-2002, 09:40 AM
For rigid animations, the best thing (for me;)) is to model the character in separate objects (like forearm, arm, etc...) , to link the rigid objects to the bones, and to apply Physique or skin to the deformable objects at articulations .

WulfHF
07-04-2002, 10:13 AM
Oh, my I never i thought about trying to link directly to the biped.
I'll give that a shot! That should work perfectly.

Thanks a lot!

agades
07-04-2002, 02:15 PM
The best way (for me) for animating rigid parts (legs etc.) of mech characters is linking separate parts and using IK solvers (without bone creating, because any linking objects = bone system). WARNING! Before linking you must:
1. Check all parts for correct pivot placing.
2. You must reset transformations for ALL PARTS (with "resetXform" from Utils) and collapse the stacks (you can do it once for all selected parts).
3. All dummies (if you use them) must be created from TOP view for correct pivot-to-world aligning.

Hope, it will help a little.
I can't remember where I found one good tut for IK setup, but I'll try.

I know, my English is bad.:airguitar

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