Game Development Community

Animations different in 3d package and DTS

by Andy Hawkins · in Artist Corner · 02/17/2006 (1:53 am) · 3 replies

I've uploaded a video here...

www.drewfx.com/Torque/LW_to_DTS_Rigging_Errors.mpg 4.9 Meg Mpg1

...excuse the size.

Issue#1 - It shows how I've weighted the mesh around the fingers, then animated to clench a fist (sort of). Next I export it to DTS and in Showtools the fingers get stubby, and the index finger doesn't curl as much as it should - have people had this problem too? What's the workaround?

Issue#2 - Also notice the animation of the swinging arm. In Showtools it swings more (hits his bum) than it does in the 3d package (only swings a bit).

How can I get these value to be the same, ie. no stubby fingers, and IK animation that looks the same in the 3d package (in this case Lightwave using LW2DTS) and Showtools?

Any help would be appreciated. Issue # 1 might be a weighting issue, issue # 2 might be an IK dampening issue... I'm just not sure.

#1
02/17/2006 (10:44 pm)
Andy, it's not only happens to you :P,
however i'm using 3dsmax instead of lightwave,

this happens many times especially in all limbs area (hands/feet and also neck)
sometimes when i export to DTS, and viewing it with Showtool, the hand barely moves (not everytime though), i end up have to move the animation a little bit extreme to force it to moves correctly in Showtool.

i found a quick fix that sometimes work, put a keyframe on all the bones everytime your character moves to different pose, and also make sure your CFG file include all those necessary bones.

I'm not sure which one has this issue though, 3ds max, DTS exporter, or the Showtool itself :P

evi
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www.cubixstudio.com
3D Male & Female model for sale.
#2
03/12/2006 (7:26 am)
For issue#1, its possible that by being so close, 2 bones are trying to control the same part of the body.

If your using a weight map or bone falloff, one thing you might try for issue#1 is modeling the fingers and other things further apart. I know it might look painful in modeler, but then after you have placed your bones, simply rotate them back in place.
#3
03/12/2006 (8:23 am)
To wrap up - I've discovered that it was all weight map issues. Basically the trick is to assign one weight map per bone only over the vertices each bone sits under. Works fine now - after 3 weeks of doing the same thing over and over again :P