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Tughan
04-27-2003, 09:25 PM
I wonder about some things about 3DSMAX and maybe other 3D Applications as well but I'm using 3D Max 5 so its my number 1 priority and maybe you guys could tell me about it. :)
Well, the thing is I'm making a Character animation. I make it walk, jump, push objects, pull object etc. I'm trying to make my character interact with enviroment. Like to lean against walls with his shoulders, or step on a chair with one feet. To make this kind of animations, o need to align my character precisely to touch objects so it'll not iintersect with each other. I need to make my character like a RagDoll physics. Just like Unreal Tournament 2003 or other recent FPS Games. (Hitman2, MGS2)
What I'm wondering is is there any way to interact objects without using reactor plug-in? There is nothing wrong with using Reactor but I prefer to see results real-time like Flex modify, not to simulate after I make all animations.
Is there any help you can give or advice or maybe tutorials?

Thank you all in advance.

:)

Dave Black
04-27-2003, 09:41 PM
Well, I can't answer the meat of your question due to it's completly unorithdox approach.

I can, however offer a few points. First, Havok/Reactor 2.0 (which will be released with Max 6) will have ragdoll physics models.

You can, as you mentioned, create this effect in Max 5 with reactor, though it won't be as interactive as you'd wish.

My advice, would be to learn to create these animations the "right" way. It sounds as if you are trying to bypass the need for handmade animation, by making the software do all the collision detection. There have been some peices of software that have been able to do this, but from what I understand, these were custom apps designed by major studios for automating certain tasks. This in not(to my knoledge) available in any package on the market today.

What is stopping you from using IK for all the tasks you mentioned above?

I understand were you are coming from, in the sense that it's something that seems within the realm of possibility to exist, as well as seems and obvious addition to any software's base feature set.

Alas, this is not the case.

Everyone who has animated a character has had to do it the hard(and accurate) way, and I strongly advise you to learn to do the same.

Best of luck, and please remember that I'm by no means an athority on the subject.

-3DZ

:D

Tughan
04-28-2003, 12:49 AM
Thank you for your advices my friend. :)

Like you said, I want lto earn how to do Character Animation "Right" way. That is why I'm asking this. I'm not trying to make "easy and quick" animations. I can put all my time on it.

You said "What is stopping you from using IK for all the tasks you mentioned above?". Well, nothing stopping me using IK if it is possible. I dont know. :)

My point is; I want to make it hard, and accurate. But it feels like I'm using a Spoon to dig a hole instead of a Shovel. :)

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