KenH
Dec 17 2004, 03:55 AM
If you're doing any animating in the chor window, make sure you record the model bone position in it's own seperate Chor action. Otherwise, the model will jump if you shorten the chor action.
ZachBG
Dec 17 2004, 08:13 AM
Hi, Ken:
Good tip, but could you expand on it a bit? What were you doing that led you to discover this?
KenH
Dec 17 2004, 09:33 AM
I think the system has been changed in v11.1. If you drop a character into the chor and it's not at point 0,0,0 then it will automatically keyframe the model bone position into the chor action it makes.
I would normally animate the character(skeleton mode) using that same chor action.
So, if I were to add say a walk cycle after that chor action, the model bone position wouldn't be stored in the walk action and so it would default to 0,0,0.
Now, I store the model bone position in a totally seperate chor action that stretches the length of the animation. Hope that clarifies.
Reikster
Dec 17 2004, 05:50 PM
Ken,
I see what you mean. The way I personally would get around this is kind of what you suggest, I think. I would think that blocking out the action in the first chor action by moving the model bone around is a good idea I got from Phil leavens. It's one way to layer and manage the work. I'm sure it won't work for every approach and my tired brain isn't thinking too clearly how it would apply for walk cycles in the middle constrained to paths, etc.
Just my 2 cents.
eric
rossk
Jan 10 2006, 09:44 AM
Good tip. Just thought that this deserved a bump.
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