  | | | max3 bones, animating rootbone problems, a solution. | max3 bones, animating rootbone problems, a solution. 2004-02-10 - By Paul Lemon
Back Thanks for posting this. much appreciated.
Paul
> -- --Original Message-- -- > From: Lucas Meijer [mailto:lucas@(protected)] > Sent: 09 February 2004 17:19 > To: dir3d-l@(protected) > Subject: [Dir3d-l] max3 bones, animating rootbone problems, a > solution. > > > 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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