Help with character animations in Maya and Torque
by Chris · in Torque 3D Professional · 08/11/2010 (3:49 pm) · 3 replies
Can anyone here help us get our animations out of Maya 2010 into Torque?
We are having serious issues getting animations that look perfect in maya into torque. For example if we make a simple animation where a character kneels down it might pick up the legs like the center of the character is the hip bone, also on the idle/root the feet move all over instead of staying planted.
We are having serious issues getting animations that look perfect in maya into torque. For example if we make a simple animation where a character kneels down it might pick up the legs like the center of the character is the hip bone, also on the idle/root the feet move all over instead of staying planted.
About the author
#2
08/12/2010 (7:08 am)
We have animations baked and single matrix selected. Still does not work.
#3
Goto the Timeline Preferences
In the Animation Timeline Preferences, there will be SNAPPING option, try un-checking that so it's off.
With it unchecked, you will see the idle/feet move occur when scrubbing between frames. The joints will be moving everywhere like you mentioned. Do not panic.
To fix this, open the graph editor and select the joints that are snapping/moving (can select the whole skeleton if needed).
In the graph editor menu choose CURVES>Euler Filter
Hope that helps.
08/24/2010 (6:15 am)
Sounds like a Gimbal lock. I am a little new to Maya, but this might help...Goto the Timeline Preferences
In the Animation Timeline Preferences, there will be SNAPPING option, try un-checking that so it's off.
With it unchecked, you will see the idle/feet move occur when scrubbing between frames. The joints will be moving everywhere like you mentioned. Do not panic.
To fix this, open the graph editor and select the joints that are snapping/moving (can select the whole skeleton if needed).
In the graph editor menu choose CURVES>Euler Filter
Hope that helps.
Torque 3D Owner Bryan Sawler
muteki corporation
First, we had to use the FBX DAE exporter, not the OpenCollada one.
In the FBX_DAE exporter, make sure Single Matrix and Bake Animations are both checked - not checking those caused all kinds of weird issues.