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DBZ123
04-22-2009, 03:46 PM
Animation question for 3Ds max. 2 questions.

Lets say I have a character model animated with a walk cycle. How do you show the animated trajectory path for the mesh? I know you go right click, go object properties and the check off trajectory, but it still doesn't appear. Does the character have to move on the axis rather than staying at its location? I figured an animated bouncing ball it might show up.


Anyone know if its possible to show some kind of trajectory path with a biped? Seems like the option to check it off is disabled when u go object properties.

Thanks.

musashidan
04-22-2009, 04:19 PM
go to the motion panel tab and there you will find trajectories.

DBZ123
04-22-2009, 04:23 PM
yeah, been there, but I don't see where I can enable to see it in the viewport...Unless i have to input frames in the same range options and such.

prophecy313
04-22-2009, 08:00 PM
Go to Motion Panel>Key Info>Trajectories. You must have an object(animated) selected before it will show up.

DBZ123
04-22-2009, 08:50 PM
Hmm.. I think I must of confused what I was trying to do with Trajectory. Not really sure what those options do, but I figured you can enable it for something simple thats animating like a bouncing ball. But I noticed for a fully rigged/skinned character, I wanted animation frame paths that I could see in the view port. Anyway, I just found out how to do it.

You can go to Views in tool bar and then choose 'show ghosting.' Then go to Customize, Preferences, and select viewport tab. You'll see a few ghosting options that u can play around with to get the effect you want. But a note, it does apparently tend to lag Max a bit if the 'Display frame' rate is high.

You can also see the biped too when you have it selected.

prophecy313
04-22-2009, 11:25 PM
Trajectories is there so you can see the objects path to make sure you are getting a smooth animation(or not depending on your goal). It isnt used for animating, just for future reference. Have Fun! :D

SlowDaddie
04-29-2009, 07:33 AM
I've read the question but I'm still not clear on what you're having trouble with.

Why not just create a simple box or whatever, align it to the mesh, LINK it to the bone that's driving the object, and view the trajectory of the box?

MetalUrge
12-14-2009, 03:06 AM
I hope I'm not bumping an older topic but since my questions are related to it and rather than posting a new thread, I shall do it here:

Question 1: How do we save a trajectory either as a path or something which can be used to generate motion for another object?

Question 2: Since a trajectory is based upon the pivot location on an object, is it possible to multiply trajectories for an object (to understand absolute motion and rotation) by using vertices/points (of 'object 1') to generate trajectories and save them and link them to vertices/points for 'object 2' of the similar nature?

Q2 may not be possible but since my requirements are in need of more technical precision, I thought whether there might be a work around for it either in 3ds Max or another software?

MetalUrge
12-14-2009, 08:42 AM
I hope I'm not bumping an older topic but since my questions are related to it and rather than posting a new thread, I shall do it here:

Question 1: How do we save a trajectory either as a path or something which can be used to generate motion for another object?

Question 2: Since a trajectory is based upon the pivot location on an object, is it possible to multiply trajectories for an object (to understand absolute motion and rotation) by using vertices/points (of 'object 1') to generate trajectories and save them and link them to vertices/points for 'object 2' of the similar nature?

Q2 may not be possible but since my requirements are in need of more technical precision, I thought whether there might be a work around for it either in 3ds Max or another software?

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12-14-2009, 08:42 AM
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