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View Full Version : Character Node... useful? partII


kiko
03-19-2003, 03:47 PM
This is a follow up question to the post by Suck and LFshade:

How do you go about creating Character nodes for subsets of skeleton elements, a la Maya.
Lets say I want 1 node for the whole body, another for the Upper body and another for the legs.

I tried parenting the 2 subnodes to the Main node, but when I save an .anm file the 2 subnodes disappear from the viewport, evengthough I can still see'em in Schematic view. Wierd!

The purpose of this is to be able to layer anims on top, like waving your hand while in a walk cycle.

Anybody done this succesfully?

Thanks

Kiko

AndersEgleus
03-25-2003, 07:37 PM
I agree. In fact I don't really see the point with character nodes. Why can't I just select an object set and save their animation and names/nodetags and then reload the animation in another scene with the same rig?

Or have I missed something important?

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