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Max2dts biped plus linked bones animation problem.

by 3D Artisto · in Torque Game Engine · 09/02/2003 (12:18 am) · 2 replies

We have a biped and some max bones linked to clavicles.
It exports OK and works fine. But when I load in figure mode a slightly modified biped structure(the number of bones are the same only proportions are modified) the resulting DSQ is a total mess. Inside max the animation looks the same. The bones are still linked to clavicles as it was before.

Why this happens?
What should I do to export my animation properly?
Thank You in advance.

#1
09/17/2003 (4:50 pm)
It might have to do with the fact that bones inherit rotational info from there parent. Biped I believe have a local coordinate system in them. I am not sure if its euler or somthing else but there are several "Local Euler" controller plugins that you can get. You might try adding one.

local objetos = selection as array
for i = 1 to objetos.count do
(
select objetos[i]
objetos[i].rotation.controller = Local_Euler_XYZ()
)

The above lines are what I have used in the past they come from some tutorial Cant remember where.

Just open your script listener and add the code then Hilight the code and drag it to a top tool bar. It will make a button. You can then select the bone, click the button and your bone will be on local euler.

But it might not because a Biped has its own coordinates. Movement uses world coordinates and the rotation and scale use local coordinates, thats somthing all together different.

You might have to rig with bones and leave CS alone.

hope somthing helps
Matt
#2
09/28/2003 (8:40 pm)
...been reading all day about the Biped...does this help?:

Note: If you've linked particle emitters or 3DS MAX bones (with the IK controller) to the biped, the Animate button must be on when you reposition the biped.



from Character Studio documentation.....