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max3 bones, animating rootbone problems, a solution.

max3 bones, animating rootbone problems, a solution.

2004-02-09       - By Lucas Meijer

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Reply:     1     2     3     4     5     6  

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
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