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View Full Version : Help Please: Animation Problem (Character Assambly, max5)


TheDevil[DK]
10-06-2002, 11:12 PM
Hi, I have a serious problem with max 5.

I've setup a character with bones and all stuff. Then selected all and Added a Character Assamble (max5 feature) on him. I did just like the manual told me to.

Here is the problem: First I did a walkcykle and saved that short animation. Now it is ready to be loaded/added at any time on another animation (same character). Lets call this "Walkcyckle.anm"

Then I createt the real animation with the character walking around doing stuff. And he also rotates to another angel. Now I want him to go that walkcycle... BUT here it fails, the Pivot does NOT use its Local axis, instead it starts to move in the same direction as the "Walkcyckle.anm" did :thumbsdow

The most strange thing is that the rotation does the correct thing, it uses the Local. But the Posision is doing it wrong.

Below here is a Illustration showing the problem.
[the Footsteps is Footsteps and the Arroow shows the Pivot direction]

Illustration 1: : Here I createt the Walkcyckle and saved as "Walkcyckle.anm"
Illustration 2: The green footsteps and the green arrows.
This is the real animation where he is jumping around etc. Then I load/add the "Walkcyckle.anm" (the white part), then he start walking in the same direction as the Illustration 1, but the rotation of the pivot remains. < This is wrong.
Illustration 3: I want it to go like Illustration 3, but it doesn't :annoyed:

http://www.3d-designer.dk/temp/character-problem.jpg

I've played around with correcting the Trojectories, but it never give a good resault as Illustration 3.

Is there anyone who know how I can add the "Walkcyckle.anm", so it loads like Illustration.

Or if you have a workaround, of how to get from Illustration 2 to 3 ...I'll be very happy.

Hope you can help....:bounce:

Iain McFadzen
10-07-2002, 08:01 AM
It looks to me like you don't have your foot control objects parented to anything. Bones are calculated in Parent space, regardles of the current reference coord system, so if your foot control objects have no parent they will be children of the world. Without seeing your exact rig I can't tell exactly how I'd fix it, and admitedly I haven't used the new Create Character stuff in Max5 much yet, but that would be my best guess.

derelict
10-07-2002, 09:32 AM
Have you tried bending the footstep in the Footstep Operations rollout? there is a bend function there that should solve your problem.

TheDevil[DK]
10-07-2002, 01:27 PM
Here is a setup that is 100% the same as my highpoly:
www.3d-designer.dk/temp/char_ass_testman.max


derelict: thx, I'll look at that later :love: :D :bounce:


Iain McFadzen: Just read the two small pages about the character assably in the "New Features documents" ...it is very easy

:)


Also once again...thanks alot for helping


Aslo.. Please tell me if anyone got it to work correctly on their own rig/setup !!!!

TheDevil[DK]
10-08-2002, 01:02 AM
derelict: I am not using Character Studio, I use 3dsmax Bones and the new max 5 Character assambly. Anyway thanks :bounce:

derelict
10-08-2002, 01:30 AM
no prob.:)

toonman
10-08-2002, 07:09 PM
I'll look into this too... as Ian stated, this might have to do with coordinate space, and that might be happening because of the way your rig is set up, but I'll look into it nevertheless...

TheDevil[DK]
10-08-2002, 08:00 PM
toonman:

THX. sounds good :bounce:

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