View Full Version : Biped + neck animation always resets itself!
05-05-2006, 09:13 PM
Hello eveyone! I'm having a little problem here with my biped character that I'm trying to rig in Max 8. This is my first character that I am trying to rig so bare with me.
Right now I have the biped setup with a simple animation that turns the head 50 degrees to the left and also the neck is slightly bent forward.
So I save my work and when I come back and load up my file I find that the animation of the neck has somehow messed up the natural position of the starting rotation! It pops up right and twists a bit! here's some pics:
05-06-2006, 02:24 PM
Well I tried to animate neck movements forwards and backwards. The strange thing is that whenever I reload the file the neck always pops back into the errect position, which is very strange. It just doesn't like any neck movements forwards or back wards.
So I tried to duplicate the neck animation in max7 and it seems to work alright. However I don't want to work in max7. Any help is appreciated.
05-07-2006, 05:58 PM
well, I had these problem with biped 2 day before the dead line's end.
but it was with the hands.
I have no good solution, but to save your rig, and creat a another biped et do all the animation again -_-
I know :D not really a solution, but this is a biped bug... one among many -_-
bones animation is the best way to do...
05-07-2006, 07:23 PM
Hey thanks for the reply dude :) , this is not really the good news I wanted to hear, but I guess bones is the way to go anyways. I just liked the beginner friendlyness of biped so I tried that instead. However it seems it is time to bite the bullet and do some bones tutorials!
05-07-2006, 08:58 PM
hi what version of max8 are you using. ther were a lot of bugs in max8 and know in service pack 3 there are almost all shorted out.
He have this bugs a lot of times in max without service pack , so if you go to the discreet website and download service pack 3 should fix your issues ;).
Issues with retaining Figure Mode have been resolved (SP 1).
Pasting an animated pose onto a track with no keys now functions properly (SP 1).
Footstep Mode issues with the walk cycle have been corrected (SP 1).
You can now set Quaternion keys for the neck of the biped (SP 1).
A crash related to changing tracks to Euler and then exiting figure mode (SP 1).
An issue relating to Physique and Twist links whereby the skin is corrupted after saving then re-openning scene. This has been resolved (SP 1).
Biped problem in pelvis while in figure mode (SP 2).
Fixed keyframe interpolation changes (SP 2).
Crash when using Clear Animation on bipeds from previous versions of max (SP 2).
Crash when performing create collection, copy posture, undo, redo all. (SP 2).
Hand transforms transfer into figure mode. (SP 2).
Added entries in the .ini file to be able to set TCB default values for the different Biped key types (SP 3).
05-07-2006, 08:58 PM
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