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MitchVL
07-03-2009, 02:51 PM
Hi,

I'm working on a custom export format for exporting bipeds and bones, with their animations, for use in my own engine.

So far so good, i can export and import and run animations on my own engine etc, almost there.

The only thing i'm having problems with is orientations, pivots to be exactly.

I don't use the standard keyframes to retrieve the animations, i do it like this:


for ttime=animationrange.start to animationrange.end do
(
at time ttime
(
bonenode.transform
-- transform to local and delta, and write to file
)
)


That way, i have more control over the keys, i don't have to use curves in my own engine, etc.
I filter the keys afterwards so i don"t have 1000 keys for 1000 frames per bone.
but there is one difference between bones and a biped, ...the pivot point.
For some reason, bipeds don't use the default rotation pivot.

If i iterate over the bipeds's bonenodes i can't use "bonenode.pivot" like i would use with normal bones. So i can't transform the rotations at this moment.


How can i acces the biped's pivot point? Or do "Align to World" with the pivot like you can with other objects, without the biped suddenly flipping over?

Looks like quite a simple problem to solve, but i can't seem to find the solution.

Thanks in advance

PEN
07-03-2009, 06:03 PM
Look in the help under biped and you will see there is a whole new set of Max script functions for dealing with the transforms of biped.

MitchVL
07-03-2009, 06:48 PM
i practically build the exporter from the help files, so i must be overlooking something.

PEN
07-05-2009, 12:05 PM
Are you looking in the biped help section?

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