Game Development Community

Quick Model/Animation Question

by Jason Jabaut · in Artist Corner · 01/07/2002 (8:13 am) · 5 replies

Forgive me if the answer to this has been posted before. I scanned around and didn't see it...but these boards are getting pretty big=)

I've got an animated model in the game, but I've noticed that during my animations the up and down motions are not showing up. My root has the character standing while slightly moving up and down in a combat pose, but instead of moving up and down the feet come off the ground while the upper torso remains stationary.


I probably missed something simple. Anyone have any ideas?

#1
01/07/2002 (8:52 am)
Keep in mind that your bounding box defines where your model is placed on the ground. If you lift your feets instead of bringing the body down, your feets rise over the pivot.
The bounding box's pivot is always on the ground. Your feets aren't.

Hope that solved your problem.

greetings
Daniel
#2
01/07/2002 (9:16 am)
Try to animate the pelvis going up and down as well, cos if you don't it will be locked in space resulting in what you have got now.

// Clocks out
#3
01/07/2002 (10:25 am)
In Max I did have the pelvis animated as going up and down, but you both got me thinking. If I have my bounding box linked to the pelvis to inherit the Z axis then when I move the pelvis down the bounds will go down too. So the bottom of the bounds will be below my feet. If the engine recognizes the bottom of the bounds as ground level that would explain why it appears that the feet go up and down in game.

If this is the case then it would seem that I can't have the bounds inherit the Z, but will that cause a problem when I jump and my head goes through the top. Thanks for the quick responses by the way=)
#4
01/07/2002 (12:15 pm)
This is defintiely the problem. The pivot point of the bounding box is the pivot point of the characters world.

Make it so the bounds does not inherit the z motion and increase the bounds size to allow him to jump without going out of the boundign box.
#5
01/09/2002 (6:48 am)
Great. Thanks for the help, I'll give it a try.