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Action madness with rig from biped guide, popping and flipping rig

Action madness with rig from biped guide, popping and flipping rig

2005-03-07       - By Rob Wuijster

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Reply:     1     2     3     4     5     6     7  

Hi all,

I have some sort of "issue" with the biped rigs and actions created from it.

So I modelled my character, created a rig (from biped guide), enveloped my
character and adjusted the weights on the envelope as far as possible in the
first step. I added neutral poses for some of the parts of the rig that were
not zero'd out yet for easier animating and reading of the fcurves. I added
some extra bones to the rig for animation of "hair" for my character, and also
added some extra marking sets.

This all seems to work well, but when I create an action in whatever way, -from
the synoptic, by hand, "regular" action or skeleton pose-, the rig doesn't "pop
" back into the pose when applying one of the actions. Also the default pose
created when applying the envelope doesn't work. The rig is flipping and
popping in very unpredictable ways. Strange thing is that the extra bones also
demonstrate this behaviour.

I did some reading in the manual about the rigs, did some searching on the
forums, but cannot seem to find a solution. I found some remark in the
annotation of the rig about scaling the rig can lead to unpredictable behaviour
in actions. Is this what happens?

My character is proportionally a lot different from the default pose of the
biped guide default pose (little alien), so maybe this is introducing errors??
I recreated the rig twice to see if this would help, but no luck. Last but not
least, the rig is created in v4.2 Advanced but is set up in Foundation. Don't
know if this has any influence.....

Hope that someone can help me on the right track again, because this is
hairpulling frustrating and costed me already a full day of testing. %|

cheers,

rob wuyster
s-5 mutlimedia
holland


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<P><FONT SIZE=2>Hi all,<BR>
<BR>
I have some sort of &quot;issue&quot; with the biped rigs and actions created
from it.<BR>
<BR>
So I modelled my character, created a rig (from biped guide), enveloped my
character and adjusted the weights on the envelope as far as possible in the
first step. I added neutral poses for some of the parts of the rig that were
not zero'd out yet for easier animating and reading of the fcurves. I added
some extra bones to the rig for animation of &quot;hair&quot; for my character,
and also added some extra marking sets.<BR>
<BR>
This all seems to work well, but when I create an action in whatever way, -from
the synoptic, by hand, &quot;regular&quot; action or skeleton pose-, the rig
doesn't &quot;pop&quot; back into the pose when applying one of the actions.
Also the default pose created when applying the envelope doesn't work. The rig
is flipping and popping in very unpredictable ways. Strange thing is that the
extra bones also demonstrate this behaviour.<BR>
<BR>
I did some reading in the manual about the rigs, did some searching on the
forums, but cannot seem to find a solution. I found some remark in the
annotation of the rig about scaling the rig can lead to unpredictable behaviour
in actions. Is this what happens?<BR>
<BR>
My character is proportionally a lot different from the default pose of the
biped guide default pose (little alien), so maybe this is introducing errors??
I recreated the rig twice to see if this would help, but no luck. Last but not
least, the rig is created in v4.2 Advanced but is set up in Foundation. Don't
know if this has any influence.....<BR>
<BR>
Hope that someone can help me on the right track again, because this is
hairpulling frustrating and costed me already a full day of testing. %|<BR>
<BR>
cheers,<BR>
<BR>
rob wuyster<BR>
s-5 mutlimedia<BR>
holland<BR>
<BR>
</FONT>
</P>

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