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GrafOrlok
10-03-2002, 11:29 AM
We're trying to use a couple of ponytails to animate a cloak hanging from a characters shoulders. It seamed to work re-linking the ponytails to the clavicles at first. Our main focus was to avoid getting the rotation of the head down to the ponytails and instead either get some rotation from the clavicles, or not getting any rotation at all and animate them by hand.

Everything works up until you keyframe things. Then the rotation of the head suddenly influences the ponytails and everything gets messed up. The arms and clavicles does not influence the pony's at all, but that is not a big deal. Everythings looks correctly linked, so there must still be some kind of constraint which relates the ponytail to the head.

Anyone..?

Iain McFadzen
10-03-2002, 11:40 AM
I could be wrong, but I don't think you can re-link ponytails (or arms for that matter) to other parts of the biped. You can however link bones to any part of the biped you wish and have them included in Physique as floating bones. That might be a better way of controlling the cloak, though I can understand it may not suit your particular workflow.

GrafOrlok
10-03-2002, 11:54 AM
Well, the last cloaked character we did , we used that technique linking box gizmos to the bip links. But then we had the issues with MAX's rotations (rotate it 1 degree and the box rotates a full 359) which never appears using the bip. And also we need the ease of use with being able to copy postures for syncronizing keyframes...

Oh well...

TheDevil[DK]
10-04-2002, 04:19 AM
Here is what to do:


1. "rotates a full 359" This is because you properbly used the TCB rotation Contoller (to be honest it realy sux because it is so stupid). Always use th Euler XYZ rotation controller and the Position XYZ. They are so good and doesn't make any trouble.
(They are standart in 3dsmax 5)

2. Don't use the ponytail on other bodyparts... it doesn't work well cause the pivot allways will be on the head/ass.

So just go back and use the boxes and change the rotation controller to Euler xyz :D

derelict
10-04-2002, 05:44 AM
Hi Graf Orlok,

Y would you want to do that?

Edit: I've taken out my reply to further test it 1st ...sorry.

GrafOrlok
10-04-2002, 08:44 AM
The thing is that the way we work it would be extremely helpful if we easily could save/copy keyposes. It's a game project and all animation is done in segments; different files. So we need the keyposes to be able to get back to the exact pose. And having the experience with the previous characters equiped with cloaks we really like to be able to copy and paste using the bip.

The cloak on this guy is from the shoulders so the pivot from the head is not an issue. I have made a workaround where I have a box linked to the head and the head geo skinned to the box. By doing this I don't have to rotate the bip head at all. However I will have to adjust the pony's position slightly all the time. The only main problem is that I have to re-weight the whole character because saving and attaching the old physics don't work well it seams... I can't even get the parts that isn't rebuilt to transfer OK. But as we say; doing it again only improves...

TheDevil[DK]
10-04-2002, 01:13 PM
ohh. smart way with the workaraound :bounce:

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