View Full Version : custom attributes messed up
snot_nose 12-13-2002, 02:14 PM i have dummies that controll my characters' hands, and every once in a while, one of the character's dummy control stop working and i have to wire them all over again.
also when i add a custom attribute to one of the dummies, then it applies it also to the rest of them.
i think it has to do with the fact that these dummies were copied from each other in the begining, but i didn't use instance copy. even though it acts a bit like this.
can any1 help me with this ppppplease?
i don't fill like setting them again for the 10000 time. :annoyed:
also my wire parameters doesn't seem to work in my animation blocks, does any1 familiar with this problem ?
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whtnoise
12-13-2002, 04:15 PM
if you've relengthened your animation at in point in the scene creation the range of control that the custom attribute has over the wired parameters runs out at the end of the original length. fix this by adjusting the range length of the custom attribute to compensate for the time change under the trackview/dopesheet - hope this helps!
LFShade
12-14-2002, 12:44 AM
I have lately been avoiding parameter wiring entirely in favor of expression controllers. They're trickier to set up, but I find them more reliable, and they don't suffer from the fixed-range problem of script and wire controllers. If you're interested in some rigging techniques to replace wires with expressions, I might be able to post a scene of an arm rig or something to demostrate.
As for the problem of multiple objects getting the same custom attribute, I can only ask whether you cloned the objects at some point. I remember having that problem once, and far as I could tell cloning was the culprit.
*edit*
*****
Never mind my cloning question, I re-read your post:)
I think that cloning the objects definitely led to the CA problem, and that this is some sort of wierd bug that's specific to CA's. It's unfortunate, but you'll likely need to replace all the clones with completely unique objects.
snot_nose
12-14-2002, 01:07 AM
If you're interested in some rigging techniques to replace wires with expressions, I might be able to post a scene of an arm rig or something to demostrate.
if you can do it, it will be grate :thumbsup:
i haven't really understood the expression controller yet.
can you post it on this thread? if not then you can Email me at snot_nose@excite.com
LFShade
12-14-2002, 09:53 AM
Okay, here's a simple, but useful, arm rig with some cool features that do not use wire controllers (like finger curling and wrist twist). It's just an example; there are many other situations in which expressions can be substituted for wires.
One thing to note is that the finger curling does not use expressions, scripts, or wires. It's much better than that, IMO: controller instances. All of the other methods require several dependent rotational calculations to be performed, while controller instancing actually reduces the number of rotations to be evaluated. It should also lead to fewer keyframes in animation. In theory, this should provide somewhat better interactivity, especially when you start adding more and more controls to the character's rig. Every little performance tweak begins to count after a while. :thumbsup:
Did I mention that the file is for R5 only? I hope you're also using R5; I never asked and I don't see where you've volunteered your Max version:shrug:
The rig (right-click & save as...):
http://www.zeetec.net/host/lfshade/arm_expression_rig.max
snot_nose
12-14-2002, 02:26 PM
actually i'm a max 4 user, but the moment i'll finish my project i'll move to max 5.
so a big thanx to u
:beer:
thedaemon
12-14-2002, 02:47 PM
wow, thats a good rig. Just what I need, simple, and it works. :bounce: Thanks JFShade, now I will see if I can create the same thing. :surprised
EDIT: I just realized that I have no idea what an expression controller is, and dont know how to apply one. :annoyed: I found a position expression controller, but apparently I need one for rotation instead... What 'menu' do i set these up, do I do it in track view or something? sorry for sounding n00bish :shrug:
LFShade
12-14-2002, 06:23 PM
There is no expression controller available for the rotation track of an object. You need to have a Euler XYZ controller for this track, and then you can assign Float Expressions to its X, Y, or Z subanims.
To examine the expressions I put on the forearm bones, you can select one of the bones and expand the curve editor. Select the X Rotation track, right-click on it and choose Properties. The expression editor will pop up. The online help is a good place to go for information on how to use expression controllers.
snot_nose -
I've put together an R4 version for you :)
read the file's summary info for a description of the rig.
http://www.zeetec.net/host/lfshade/arm_expression_rig_R4.max
snot_nose
12-14-2002, 10:50 PM
cool thanx. :thumbsup:
how did you copy the controllers of the finger bones to each other.
i didn't know it's possible to copy controller
how did you copy the controllers of the finger bones to each other.
Look to Track View my friend :D
snot_nose
12-15-2002, 12:50 AM
hehe, you're right i should have looked better.
dude that's is grate now i can bend my character when he walks just from copying the controllers, and now it's also repeating when i'm using blocks.
before that it didn't bend when i used the blocks, since i used the wire parameters and they didn't seem to work.
does it all mean that - the wire parameters sux and i should never use em?
LFShade
12-15-2002, 05:58 AM
Track view is certainly a good way to copy controllers, but I did it all with MAXScript. I just find it easier to type into the listener than to hunt around for tracks in T.V.
Parameter wires may still have their place, and I wouldn't say that they're all bad. I just avoid using them so that I don't have to worry about resetting my ranges whenever I lengthen the animation.
snot_nose
12-15-2002, 08:47 AM
fix this by adjusting the range length of the custom attribute to compensate for the time change under the trackview/dopesheet - hope this helps!
where do i change the custom attribute range??
my ranges looks fine in the "edit ranges" in the track view, but it still doesn't work after i relengthed my scene.
is there something i'm missing? i hope it's not under my NOSE again. :D
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