J-Dude
08-14-2007, 07:06 AM
Recently I've finished the rig of a new character, given it everything I could; essentially the character is finished 100%. But I've run into a puzzling issue that concerns me.
First I'll let you know my model's modifier stack (I use 3DSMax7):
This list starts from the bottom-up
~
Bottom
edit poly
symmetry
morpher (Facial expressions)
edit poly (for modifications if I need them)
physique (using a biped bone-system)
edit Poly
meshsmooth
Top
~
Now, the problem occurred when I was going to pose the character for a test-render. I had no problems with the neck or head. The legs and arms all behave properly. But the problem comes when I move any of the spine bones or the root biped object itself. When I move these, the viewport displays the rigged model taking the same forms and pose as the the biped does, but it changes it's overall position. This alarmed me greatly at first, and I immediately checked to see if the envelopes I set for those bones had done something erratic. But by the time I had clicked into "envelopes", I realized the model had repositioned itself into it's proper place.
I recreated this event several times and wondered if it would interfere and render as seen when animating. Then, I decided to try something I'd never done with a model, and link the actual model to the root biped object. This had perfect results, and thus far, the model behaves properly.
But I suppose these are a lot of words for a small issue, but am I SUPPOSED to link the body model to the biped during rigging, or is this isolated to this instance?
First I'll let you know my model's modifier stack (I use 3DSMax7):
This list starts from the bottom-up
~
Bottom
edit poly
symmetry
morpher (Facial expressions)
edit poly (for modifications if I need them)
physique (using a biped bone-system)
edit Poly
meshsmooth
Top
~
Now, the problem occurred when I was going to pose the character for a test-render. I had no problems with the neck or head. The legs and arms all behave properly. But the problem comes when I move any of the spine bones or the root biped object itself. When I move these, the viewport displays the rigged model taking the same forms and pose as the the biped does, but it changes it's overall position. This alarmed me greatly at first, and I immediately checked to see if the envelopes I set for those bones had done something erratic. But by the time I had clicked into "envelopes", I realized the model had repositioned itself into it's proper place.
I recreated this event several times and wondered if it would interfere and render as seen when animating. Then, I decided to try something I'd never done with a model, and link the actual model to the root biped object. This had perfect results, and thus far, the model behaves properly.
But I suppose these are a lot of words for a small issue, but am I SUPPOSED to link the body model to the biped during rigging, or is this isolated to this instance?
