View Full Version : Pose to Pose Woes part 2
What the heck am i doing wrong with the pose library here. Check the link. It was a quick test for animation from pose to pose library but something went wrong.
http://www.cgfreelance.com/Naked%20Man2.mov
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wuensch
05-03-2005, 07:05 AM
looks like a case for quaternion ineterpolation, it seems.
Funny character btw.
personally I dont really use P2P in C4d as it is not really integrated with the other stuff and stuff like mirroring & relative paste (relative to a bodypart) is missing-creates more problems then it solves(though that has nothing to do with your problem, i think its an interpolation issue).
I would like Maxon to replace it with a simple and effective pose system like in Motionbuilder .
Olli
Thanks Oli. So how do i assign the Quaternion to the entire animation, which is just crap right now?
The weird thing is if i play the animation in the viewport frame by frame, the animation plays correctly. Its when i play in close to realtime or when rendering that this problem happens. I set my xpression priorities very high to try to compensate for this but nothing worked. Not really sure if Pose to Pose has a priority setting though. I should probably check that out.
wuensch
05-03-2005, 12:48 PM
add a quaternion-tag to all objects (bones, maybe even targets)that need one.
Its under Rightclick in Objectmanager->Mocca
if it is a different reason (an expression gone mad?Gimbal lock due to too restrictive settings in IK?---well it should help against gimbal lock if i am right--anyway ;-)) this wont help, of course.
Olli
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05-03-2005, 12:48 PM
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