Character animation in 3D Max 9
by UZON · in Torque Game Engine · 02/13/2008 (1:50 pm) · 5 replies
Hi, i have some questions about character animation on 3D Max 9 and Character Studio.
Will i have to make all basics animations to every character in my game?
How can i use the same animation between others characters?
Will i have to make all basics animations to every character in my game?
How can i use the same animation between others characters?
About the author
#2
I already tried that, but when i use an animation in another of my characters, their body changes a little, some grown, some shrink and so on... they all have biped all the same and similar size. I saw that the orc and elf from torque can use the same animation and they dont disform, this is what im after.
02/14/2008 (4:13 am)
@AdamI already tried that, but when i use an animation in another of my characters, their body changes a little, some grown, some shrink and so on... they all have biped all the same and similar size. I saw that the orc and elf from torque can use the same animation and they dont disform, this is what im after.
#3
02/14/2008 (8:44 pm)
That is how they use the same animation - the animations are exported out as dsqs and the two different models have rigs where all the pieces are named the same.
#4
02/15/2008 (4:11 am)
I think i just found where i was making my mistake. :)
#5
02/15/2008 (9:35 am)
Using the same animation files between the Elf and Orc does hilite an unfortunate side effect that occurs when the bone lengths/sizes do not match, that is that the poor little Elf stretches and distorts slightly to match the positions the Orc is using. This is usually most noticable in the hips and legs. So if you plan to do something similar with your models, your best bet is to either use the exact same rig (and deal with little inconsistencies) or export a DSQ for each model that is based explicietly off of their rig (which is a simple task with biped).
Torque 3D Owner Adam deGrandis
Adam deGrandis