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Noob Student - uniform animation with mesh and bones. Dunno how to do it!
show user profile  marky-r
Hi all, I hope someone can help. My problem will seem a little amateurish to the most of you and I know I'm probably missing something stupid, but I'm stuck all the same.

As part of our first module on animation, we have been asked to create and animate a hand...

I've created my bone structure and not done a bad job of constraining a 'hand' mesh to it. I can animate the digits without a problem, but, and it's a big 'but'... Combining bone movement with uniform animation is a nightmare, here's an example:

Let's say I want to animate the hand 'typing on a keyboard'... First off, I move the entire structure (including bones) forward and backwards, left and right... To cover the 'general' gesticular motion. I then move the bones to animate the fingers 'tapping on the keyboard'. This works fine to a degree, but say I want to sligthtly rotate the 'hand' (from the wrist for example) to accent more natural movement. The bones all rotate from their own pivots, making my hand look, well, shite.

I'd love it if I could just 'group' everything and then go back and fiddle with elements of the group, but alas, that's not happening.

I hope I've put this across OK, but my basic problem is: 'moving the entire mesh freely and in synch with the bones, but without distorting it when I need to animate the sub-elements. I'm sure the answer lies in something like: Assigning an instance clone as a controller, but that's way off down the line of our learning program.

If you think you can help, using laymens terms (that a fresher would understand), I'd really appreciate it.

Thanks in advance
read 283 times
10/10/2011 3:17:01 PM (last edit: 10/10/2011 3:17:01 PM)
show user profile  ccampbell
Could you make the scene file available if its 3ds max? Sounds like your having issues with the link hierarchy also be sure you are moving the parent bone(wrist) in world and not by local and that it is the only selected object. Moving bones while all are selected and not in world or parent coord system will cause the bones to move about there own local coord system independently.

Good Luck!




$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};



read 265 times
10/10/2011 6:58:36 PM (last edit: 10/10/2011 6:58:36 PM)
show user profile  Mr_Stabby
switch your rotational space to local

read 260 times
10/10/2011 8:15:34 PM (last edit: 10/10/2011 8:15:34 PM)
show user profile  stevey2shoes
Where do you find this rotational space? Mr Stabby, I had a very similar problem with my six million dollar man animation a few weeks back and I never did sort it.
Steve
read 256 times
10/10/2011 10:13:20 PM (last edit: 10/10/2011 10:13:20 PM)
show user profile  Dave
In your top menu bar you 'should' see a drop-down box with "View" as its default... click in that, you'll find Local.

Also, while I'm here:
I move the entire structure (including bones) forward and backwards, left and right"

Are you doing that with a root/parent bone? I don't recommend selecting all the parts and moving them, that might cause some issues later on down the line with unnecessary key-frames.

"I flew over Egypt once"

read 249 times
10/11/2011 1:39:30 AM (last edit: 10/11/2011 1:39:30 AM)
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