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Animating biped
show user profile  Stianbl
Hi there,

I have to make a biped animation, but animation aint something that I'm too familiar with yet.
I need some help on how to do the animation, as I'v read about a whole lot of different ways to do it, and I'm a bit confused.

Basicly, what I have to make is this:
One biped standing by his bicycle playing with a ball, and another biped coming from behind, sneaking, and stealing the first biped's bike. Then the first biped gets mad, and throws the ball at him, and hits him.


I'm used to just use the standard timeline when animating objects, but this isn't working with my biped for some reason, and I have to use the Motion panel for the biped. But it's so confusing setting keyframes for each body part, and to get the movements right. I mess it all up :P

Any guidelines, tips or recommended tutorials would be great!

read 623 times
2/17/2009 11:45:52 AM (last edit: 2/17/2009 11:45:52 AM)
show user profile  Jollabollathan
Must it be biped? Biped can be a bit of a pain to use for animation.

If you must use it I'd suggest getting used to the difference between "Planted", "Sliding" and "Free" keyframes straight away (should be in the help files), once you've figured those out it's a bit easier.

Also, since biped uses TCB controllers, rather than adjusting bezier handles in the Track view like normal, you have to set "tension", "something else beginning with C that I can't remember", and "bias" for keyframes instead.

read 602 times
2/17/2009 12:56:26 PM (last edit: 2/17/2009 12:58:53 PM)
show user profile  Stianbl
Yes, for the first part I have to use Biped..

Next part I'm building the bones from scratch. Is this better to work with?
Here I should just rig and skin my model. (from a previous task).

Well, I'll look into the Biped animation thing. If anyone got any more info on that part please let me know :)

And thanks for the info mate:)

read 597 times
2/17/2009 1:08:40 PM (last edit: 2/17/2009 1:08:40 PM)
show user profile  Manolo
f1 the motion mixer. You have to animate and record the different moving sequences, and then playback them in the m.m. It's not that hard once you explore it a bit.


read 590 times
2/17/2009 1:38:36 PM (last edit: 2/17/2009 1:38:36 PM)
show user profile  Stianbl
Hmm, kk.. Because when I try to animate it now I just mess it up :P
Will check out that good old F1 again too then :P

read 585 times
2/17/2009 2:17:53 PM (last edit: 2/17/2009 2:17:53 PM)
show user profile  Stianbl
Hmmm.. Ok, one question.. When I animate this biped. Do I have to go over every single bone and add a keyframe for the start position, and before each new change?

Because, when I start animating him (a jump), it works ok, but when I twist his back it gets twisted from the start, and the whole animation is screwed :P
Do I have to go in a frame before the change, and set a keyframe on every bone I want to animate? :P

read 536 times
2/20/2009 6:15:10 AM (last edit: 2/20/2009 6:15:10 AM)
show user profile  Manolo
Yeah, select all biped bones, go to key info, and set a key for everything before animating. Then, in this case, animate the jump, and after it -and before the next action- select all bones again and set another key.

Then again, I'd animate the jump and save the .bip, and then start again and save the next action, and mix' em with the mixer afterwards.


read 526 times
2/20/2009 8:14:00 AM (last edit: 2/20/2009 8:14:00 AM)
show user profile  Stianbl
k. Thanks. I didnt think animating would be this confusing :P

EDIT: And Auto Key should be on while animating him? Or not when working iwth biped?

read 522 times
2/20/2009 8:35:05 AM (last edit: 2/20/2009 8:36:48 AM)
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