Game Development Community

Head tilted in animation in game and not what I want to happen

by Rick Kelley · in Artist Corner · 04/03/2006 (6:14 pm) · 1 replies

I have a mesh that I animated using the Max Character Studios biped, and exported a few
different animations, and can get them all ingame, and viewable by showtool. The problem
with it is that some animations seem to tilt the head to its left. This is very undesirable, and
I thought after reading this thread about keyframing each bone to match that of its parent,
would help:
www.garagegames.com/mg/forums/result.thread.php?qt=41148
It didn't, and I even keyframed the Bip01 bone to match and synch all the way up to the Bip01 Head.
Each and every bone going down the tree has a keyframe in the exact same place as that of the
Bip01 bone, and there are no extras. I even went through the Horizontal, Verticle and Rotation
portions of the Bip01 bone and made sure they had a set keyframe. As you can see in the image
below My question is, how can this be resolved since animation keyframing doesn't seem to solve it.
i29.photobucket.com/albums/c297/Rat3D/tilted.jpg
The pelvic bone does do a tilt from side to side by the way, to imitate a human female, but
the head doesnt follow this swing.

#1
04/03/2006 (7:12 pm)
I guess I was mistaken and found that I had one of the keyframes off by one frame, also found that slightly rotating the neck a bit solved it. Maybe this can be of use for someone having a similar problem