max3 bones, animating rootbone problems, a solution. 2004-02-09 - By Lucas Meijer
Back FYI,
I've been busy adapting the 3dmax w3d exporter for a client of mine. One of their biggest problems with it was that if you export a motion for a character, and the rootbone is translated in frame #1, that translation isn't applied to the rootbone in diretor, instead the inverse is applied to the rest of the skeleton.
Most people tend to fix this by letting frame #1 containin a pose with the nontranslated rootbone, and then not display that frame in director.
It turns out that the exporter doesn't look at the translation in frame #1, but it looks at the position of the pivot point of the group containing the physique'd model. This pivot point tends to be in a different position, depending on the pose the character has in frame 1.
If you make sure that for each animation you make in max, you set the pivot point of the group to the same world coordinates as the other animations, you can animate the rootbone as much as you like, and properly switch between animations, without for instance the notorious sliding feet problem.
Hope that helps someone,
Lucas __ ____ ____ ____ ____ ____ ____ ____ ____ ____ Dir3d-l mailing list Dir3d-l@(protected) http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
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