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Re: [Nel] animation problem


From: Andi 'Debug' Allen
Subject: Re: [Nel] animation problem
Date: Thu, 19 Feb 2004 15:23:31 -0000

ok
 
now the shape and skeleton are aligned again in game
he is cruising around half under ground :)
 
it seems that when i add the skeleton to the shape
it uses the skeleton for collision
 
i will look into it but other than that i think i know
how to fix these kind of problems now
 
----- Original Message -----
Sent: Thursday, February 19, 2004 3:06 PM
Subject: Re: [Nel] animation problem

moving the shape without the physique modifier
then pasting the physique modifier back on worked
 
i am about 0.0001" off but it doesnt notice visually
which i can cope with
 
strange tho if i clicked VIEW SCENE in 3ds max it
animated fine its only when i export that the shapes
position comes into play.
 
wouldnt it be a good idea to have a node option
that took its worldspace position instead of object space?
 
 
 
----- Original Message -----
Sent: Thursday, February 19, 2004 2:47 PM
Subject: Re: [Nel] animation problem

hi cyril :)
 
if i disable the physique modifier he drops back to 0,0,0
so that maybe the issue...
 
ill try moving him and let you know how it goes :)
 
incidentally do you know how to resize an object in 3ds
i cant seem to do more than rescale its world space interpretation
 
 
----- Original Message -----
Sent: Thursday, February 19, 2004 10:23 AM
Subject: Re: [Nel] animation problem

Oops, forget the previous message..
 
Hi Andi,
 
> after loading into our game i notice that after adding the skeleton our monster is half under the floor
> and facing the wrong way...
 
This is a classic issue, in max, when you create your biped, it looks at the -Y axis to face the front view.
 
> same issue his tail went crazy and im sure he enjoyed it but was pretty unbecomming even for a horny little monster
 
Can you check this points before we go further:
 
    The skin shape vertices are exported in world space (it's a special case). At run time, vertices are moved back in bone local space using the inverted "figure mode" bone world matrix and then transformed in word space using the "current" bone world matrix. It means that :
    - whatever you may change on your skeleton (position, posture, orientation, size) you have to reexport the skin model.
    - you have to be sure that your skin shape, with physique modifier disabled, matchs the skeleton in figure mode.
    - the skin shape and the skeleton have to be exported in figure mode.
 
I hope your monster will get back on form :-)
 
Hld.


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