Rotation problems.


#1

Animating a control rig works great. Animating on a layer above a mocap animation does not work.

I havent used motionbuilkder for a while and I used to be able to get it to work. I must be missing a setting somewhere because adding keyframes to a control rig of my character often results in the skeleton becoming twisted. This happens even with tutorial files. Keyframing a rotated joint make the rig go gaga and rotates other joint I have not touched as well. This is important for my character as the pelvis must be lower than a standard humanoid. I am trying to animate a monster (2 arms and 2 legs in an initial standard t-pose). Things work up to a point then go crazy but with no real process I can use to trace the problem.
The character is a vanilla max bones max 2013 characterized and with a control rig.
All help appreciated.


#2

I forgot

If there are no animations on the base layer animate on that. That has changed since version 5!
Rotating joints makes them take on another position after release till you wiggle the playhead.

The reason my rig was going crazy was I had forgotten how to animate in MB.


#3

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