Game Development Community

Orc rig rotation bug, need help

by Ori Cohen · in Artist Corner · 02/20/2007 (1:58 am) · 5 replies

I am having a weird rotation bug in the stock orc rig, i have attached a few example photos to show what realy happens. i have used the orc rig on my own character as you will see here with the same exact pose as the stock orc's one. when i export KORK you can clearly see in tstpro that between the first dts load to the root animation and the forward animation everything looks good.
when i export my own character there is some rotation bug on the spine or neck or something similar.
i tried to key those bones in their current position, that didnt work out.
something is happening there that i simply dont understand.

*looking at those comparisons it seems that this could be just because the heads are realy different in the way they come out of the torso, but i am not too sure, so i need some help figuring this out, thanks in advance.

this is the frontal view of both characters you can see they are both looking right:
static.zooomr.com/images/748401_4f41424c43.jpgstatic.zooomr.com/images/748394_d430b7a923.jpg
after loading the root animation you can see the anomaly on the neck, i should point out that the neck is a passive bone, it is not attached to any vertices but its rotation does determine the head orientation on both characters:
static.zooomr.com/images/748393_d187433834.jpgstatic.zooomr.com/images/748398_ccec432489.jpg
after loading the forward animation you can see that anomaly happening on the neck:
static.zooomr.com/images/748395_93383770c6.jpgstatic.zooomr.com/images/748390_d59647ba65.jpg
here is the reason i think this is happening, but i am not too sure about it! the orcs have a different neck exit from the torso.
static.zooomr.com/images/748595_7f54f736ca.jpgstatic.zooomr.com/images/748596_358c2d7dd8.jpg
here is some extra in max shots of the rig form a view angles with and without the mesh
static.zooomr.com/images/748397_9626f016ba.jpgstatic.zooomr.com/images/748391_bfa3a90cd1.jpg

#1
02/20/2007 (5:29 am)
Right now it looks like that if i compensate over the rotation by rotating the head and neck down and keying them fixes the issue.

i'll test this a few more times to see if that actually works, dont hesitate to give out advice :)
#2
02/20/2007 (7:16 am)
Yeah.. the orc animations can be unstable at times.
I used to get a lot of issues for rigging women when i had to scale the hips down. If i scaled the hips down to to much make the legs closer the legs moved awkwardly. Eventually i just rigged the verts to the orc biped legs in there original positioning, this meant the biped legs where never actually inside the female models legs visually.
#3
02/20/2007 (7:28 am)
So basically what you are saying is "dont scale the bones to fit your character", right ?
#4
02/20/2007 (8:02 am)
No, you can scale the bones in figure mode all you want.

The issue is that when the engine loads up a blended animation it loads all transforms, this means position, rotation and scale. This can result in some animation playback that looks odd because your characters biped is getting resized to match the data in the dsqs.

The best way around this is to not scale certain bones to fit your model and leave them as is, such as the pelvis. This will result in the leg bones likely being located outside of your model geometry, but it works.
#5
02/20/2007 (11:52 am)
Thanks logan, i didnt know that. still i cant position the head perfectly between root/run/max for some odd reason
i did manage to tone it down a bit and look better, i will post pics to show the differences in a bit.