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View Full Version : Animating with Character Studio Biped!?!


Tak Tak
12-06-2006, 06:01 PM
Hi,

Normally I animate with own custom rigs using euler curves, but this time I have to use CS Biped. So these questions are for those people who use Character Studio Biped for animation works daily or at least often than once in month :)

I have huge problems with workflow because I'm trying to animate same way as I animate my own custom rigs. I know CS doesn't work same way and that's why I want some help here.


1a. Is Euler with Biped good enough so it can be used? (I'm using max8)
1b. I think Euler curves behave strangely. At least it's totally different than normal Euler controller!?!
2. There is no possibility for stepped curves(using TCBs). So how should I block animation?
3. When adjusting TCB's different values my keys and curves jumps arround Curve Editor... Should I use Curve Editor at all if I use TCBs?
4. What is THE THING I should realize before I get inside CS Biped system before I get crazy? :argh:
5. Tell me your simple workflow 1, 2, 3...


Thanks for everybody ;)

BigMouth
12-20-2006, 03:32 AM
thanks to Max 8 Euler curves, working in biped is a little easier.

I end up only using the Curve Editor for the Bip01 (center of mass) only. I rarely need it for any other biped parts.

Remember: There's a seperate selection for 'rotation,' 'verticle' and 'horizontal," so don't mix them when you are adjusting curves.

Once you make your curves linear... there's no going back. you won't be able to manipulate the tangets once you make everything linear (can't ever imagine how often you need to do that tho).

The only time I ever need to adjust the TCB's is for the Bip01, hands, and feet. When they're planted.. .or supposed to remain stationary, the curve will cause them to move slighty between the sliding and planted keys. Just zero out the "continuinty" to fix any sliding hands/feets/bip01s when you don't want them moving at all.

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12-20-2006, 03:32 AM
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