My Bounding Box inverts Itself. Help!??
by Rhye · in Artist Corner · 01/15/2002 (6:05 pm) · 10 replies
Here's a weird one. The bounding box on my model inverts itself at frame 6. I've got it linked as a child of the Biped Pelvis. It only inherits the y axis values.
I've checked the keyframe editor, the link info...help.
I'll post the file in just a second.
I've checked the keyframe editor, the link info...help.
I'll post the file in just a second.
About the author
#2
01/15/2002 (6:09 pm)
This is my first attempt at implementing the skin modifier. Could someone let me know if I've got it right?
#3
Now here's the question. Is it acceptable for the model to move like this? Will this cause bounding box issues since the box does not stay perpendicular to the ground plane?
I'm proceeding forward. Any advice welcome.
01/15/2002 (6:48 pm)
OK. My walk cycle has hip sway just like a natural walk cycle. The hips drop and rise as each foot leaves the ground. Likewise, when the model springs off of the ground, his center of gravity goes forward and up just a bit. What this means is that my model's pelvis rotates in all three axes(sp.) at frame 6. This sets up the reverse process for landing at frame 11. Now here's the question. Is it acceptable for the model to move like this? Will this cause bounding box issues since the box does not stay perpendicular to the ground plane?
I'm proceeding forward. Any advice welcome.
#4
Did I need to create a man_root sequence before my run sequence? Does the initial position of the model make a difference here?
Here's a zip file with the max file, the .dts, the .cs, the .cfg, and the .dmp.
holodeck.st.usm.edu/vrcomputing/mantest.zip
If someone would take a look at it, I'd appreciate it. I think I'm close to figuring this stuff out.
01/15/2002 (7:27 pm)
Got my model to export. Brought it into the -show viewer and it's all stretched out.Did I need to create a man_root sequence before my run sequence? Does the initial position of the model make a difference here?
Here's a zip file with the max file, the .dts, the .cs, the .cfg, and the .dmp.
holodeck.st.usm.edu/vrcomputing/mantest.zip
If someone would take a look at it, I'd appreciate it. I think I'm close to figuring this stuff out.
#5
I downloaded the zip file, but it is coming up empty .
01/15/2002 (7:36 pm)
The bounding box is the world in which your character exists and all movement will be relative to it. What matters is the character orientation in relation to the ground plane.I downloaded the zip file, but it is coming up empty .
#6
01/15/2002 (7:45 pm)
but why does it export ok, but look so strange in the -show viewer? I'm wondering if all of my sequences have to start from the root position...
#7
Repost it and I will take a look at it.
Joe
01/15/2002 (7:48 pm)
They do not have to al start from root, but it is easy to understand what is going on if they do. I cannot download the .zip (it was empty).Repost it and I will take a look at it.
Joe
#8
Do I need a root .dsq before I can have any other sequences? I just realized that I made the run without first exporting a root .dsq. Could that affect things?
I'll check that tomorrow.
01/16/2002 (1:11 am)
Joe,Do I need a root .dsq before I can have any other sequences? I just realized that I made the run without first exporting a root .dsq. Could that affect things?
I'll check that tomorrow.
#9
I wa able to export the file no problem, the bounding box is not aligned correctly (it should be aligned to the world) so he is coming in to show sideways, but otherwise it looks okay to me.
01/16/2002 (7:04 am)
It should not. You don't need to do the root and the forward animation in order unless you want to drop him into the game without modification of the player.csI wa able to export the file no problem, the bounding box is not aligned correctly (it should be aligned to the world) so he is coming in to show sideways, but otherwise it looks okay to me.
#10
01/16/2002 (9:18 pm)
great! it's always the simple things. I see the light! thanks.
Torque Owner Desmond Fletcher
fletcher
holodeck.st.usm.edu/vrcomputing/mantest.max