Action madness with rig from biped guide, popping and flipping rig 2005-03-07 - By Rob Wuijster
Back 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 "issue" 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 "hair" 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, "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.<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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