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Best way for animating for a game
show user profile  Seyren
Hi, i want to code a game for Unity3D and that kind of stuff, but i'm strugging to find the best way to animate.

The default bones seem weird to animate with, so i tried with CAT animations, but i have a very hard time when it comes to IK solvers.

This is what i made so far(my first ever walking cycle.)

Also i would like to note that i'm using layers so depending on the weapon used it changes the top part.

However the way i had to do this was VERY awkward since i'm using an absolute layer instead of a motion layer which is supposed to be the way to go isn't it? but if i use up nodes the legs just mess around.

And for doing this layer i had to reposition the knee IK solvers via keyframe in almost each one because they went crazy.

This does look very weird to work with. so i was wondering if there was a better way to animate than this, Specially if i want to do it via layered.

Is there any methods that are better with normal bones or biped that i do now know? Youtube does not say much...

I would really appreciate to know which is your favorite way to animate, such as walking cycles and stuff.

Thanks in advance:
Seyren :)
read 680 times
6/7/2015 4:50:31 PM (last edit: 6/7/2015 4:52:11 PM)
show user profile  herfst1
CAT has a built in walk cycle generator. It's near the absolute layer button.

As for your knee lookat needing to be adjusted, that's because you don't have it parented to the correct bone. Parent it to the IK goal, or thigh (basically, do some tests and see which is the most convenient object for you to parent to).

Regarding which game rig is the "best" it depends, I suppose. If you use biped you can import motion-captured data (never done it myself). CAT has walk cycle. A custom made rig is good. . . if the rig is good, obviously. I don't have too much advice except try and keep it as simple as required.
read 669 times
6/7/2015 5:21:07 PM (last edit: 6/7/2015 5:21:07 PM)
show user profile  Seyren
The problem is that CAT forces me to attach it to the pelvis, else i can't use it.

The Built-in walking cycle from CAT is kind of strange, and i know i'm not asking for a perfect walking cycle, but i can't modify the keyframes, and it looks like this.

This looks so awkard because of the Lookat's, and if i remove them, the other animations just break.

I thought of using CAT for the lookats, but when dealing with cycles is kind of horrible.

Do you know if you can do lookats for knees and elbows in biped? and if you can do layered animations with it? Then i might switch, because this is very weird.

Thanks for your answer, i really appreciate it :)
read 661 times
6/7/2015 6:00:04 PM (last edit: 6/7/2015 6:00:04 PM)
show user profile  herfst1
Ah, I see. Yeah you have to make a shape (e.g. L and R for left and right knee), align it to the thigh and push it forwards so it hovers in front. Now select and link that to the thigh bone. Now select the IK goal and click on the motion tab (in the right menu) and search for "upnode" (or something like that, there'll be a grey button with (none) written, click it and select the L or R shape you made. Now your IK will always look at the shape.

[edit] P.S. the IK is all wrong. Too long. Should be in line with the knee, not hovering in front.
read 659 times
6/7/2015 6:05:44 PM (last edit: 6/7/2015 6:06:36 PM)
show user profile  Mr_Stabby
you can import any .bip or .bhv on a cat rig as well, just have to map the bones. Anyways, you're not going to get a realistic animation by keying it in max, just too many little ticks and quirks to take care of. Commercial studios usually mocap a human doing the motion and then clean it up / make it loop friendly / whatever on the computer.

If you look at 3d cartoons, thats about the level you can achieve consistently when doing it by hand, cartoony!

read 652 times
6/7/2015 6:32:01 PM (last edit: 6/7/2015 6:32:01 PM)
show user profile  Seyren
Yeah, the IK is too long in purpose to notice easier that i'm forced to attach it to the pelvis, you can see that the original one does not have the IK that long.

Apparently i can't pick an Up Node, Some people were able to use it in old CATs, but looks like they removed this feature and they put this automatically you like it or not (what i've found). when you wanted to use up node you had to click an object to use it up as a LookAt Constraint, but not anymore.

I guess my options are to either Use a Biped or a custom rig. I would totally love to do Mocap but i don't think i can afford such thing, i'm just a guy with a laptop :P. I saw people doing it with 4 Playstation Eyes, but i only have one, soo nope for me.

I'll try and see what i can do, The game is kind of cartoonish anyway so :P i won't mind cartoonish animations.

Thanks a lot for the replies, i really appreciate it ^^.
read 638 times
6/7/2015 8:25:30 PM (last edit: 6/7/2015 8:25:48 PM)
show user profile  Dave
Mocap is pretty massively overkill if you're just starting out.

If you're having trouble working with CAT's motion auto-walk cycle stuff, then just ditch it. I've never used it myself so can't offer any advice on getting it to play nicely, but don't be afraid of just doing it manually, find some reference for walk cycles and just copy the key poses.

In regards to IK solvers, they really are your friend. You can of course choose to not use an up-node for the knees, provided the solver knows which way the legs are supposed to bend, you should be alright for most scenarios.

There is also this:

I haven't used it myself, buuuut I keep hearing pretty good things about it.

Made the link an actual link.

"I flew over Egypt once"

read 597 times
6/8/2015 2:12:32 PM (last edit: 6/8/2015 2:13:38 PM)
show user profile  LionDebt
There are plenty of free mocap resources available on the internets. If you're after quick prototyping / testing, can't go wrong.

The vast majority of "best animation" (to go directly to your question) is made from motion capture.

To be honest, I've been using Max for just over 2 years and never once managed to suitably rig and animate anything as complex as a character. I hate the workflow, I hate setting up bones, I hate the hierarchy view, I hate keyframing, I hate aligning and I hate creating dummy objects. I'm lucky now that Unity itself has some pretty neat-o animation tools.

But yes, Mixamo, is definitely where it is at. And it will only get better (it was acquired by Adobe at the beginning of this month).

read 589 times
6/8/2015 4:23:57 PM (last edit: 6/8/2015 4:23:57 PM)
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