View Full Version : Bip01 moves when it shouldn't!
Joel Huenink 11-20-2005, 06:16 PM Ok I've set keys for bip01, yet it moves in between my two keys in an S curve motion rather than a straight line (linear interpolation). The only way I know how to fix it is to manually add new keys on every frame at the exact same Z height in between my original two keys (40 frames apart) and that is just retarded and makes for impossible global editing to get it just right. Is there a way to get linear interpolation on bip01 or some way to fix this? Thanks in advance.
BTW, I'm using Max 7.
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Joel Huenink
11-20-2005, 10:16 PM
Ok a friend helped me out with this. Basically you need to add 4 keys to flatten the S curve into a straight line between 2 keys. I guess there are ways to get it done in a curve editor or something, but what a pain. SO just plant 2 keys at the beginning and 2 at the end and it won't move in between the 2 main frames.
-Vormav-
11-21-2005, 12:38 AM
That's just one of the limitations of bipeds. If you have Max8, I think they're finally offering greater controls over curves for bipeds (there's really no reason for them to not be there), so you may even be able to set your bipeds to do linear interpolation by default (or if not, it's easy as selecting your object, going into the curve editor, selecting your keys, and hitting the 'linear tangents' button).
Just FYI though, if you're running an earlier version of Max, you can still get this kind of control via wiring parameters. It's kind of a pain in the ass to setup, but you can create dummy objects at each bone you won't good control over, and then wire the appropriate channels of that dummy object to the biped bone. You may need to group the dummy under another dummy in order to adjust the way that the coordinates are transferred. But once this is all setup, you can use these dummy objects to control your biped just like any normal object in Max (which should be the case right from the beginning!); linear tangents, beziar curves, whatever you want. And of course, once you've setup one of these bipeds with dummies, it's a simple enough task to reuse the model any time you need to.
Just thought I'd mention it. :)
PixelKid
11-26-2005, 12:59 AM
Check to be sure your balance factor is set to 0. If it's set to 1 it interpolated depending how the child joints are rotated. That should fix it, if it doesn't please post your file and I'll have a look see.
jen
darthviper107
12-07-2005, 09:31 PM
Or, if you don't want to do all that work, you can go into the track view-curve editor with that part of the biped selected, select those frames and click the 'Set Tangents to Linear' button--or just choose an option that you like.
AKA_ArtChick
01-06-2006, 01:20 AM
I am new to 3ds MAX and I have had similar problems with not being able to access tangents on biped keys. Selecting a key in the curve editor and changing the tangent type using the buttons does nothing. (I am using MAX 8) Sometimes you get all kinds of unwanted overshooting curves and having to set lots of extra keys to flatten them out is a pain. I think I have found a solution. A friend told me to go into the motion panel and select the Quaternion/Euler rollout and set to Euler. Now the tangents should be editable. Hope this helps. Good luck.
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