Game Development Community

Bone Structure/Orientation Problem for Default Animations

by Roland Orr · in Artist Corner · 06/16/2006 (9:52 am) · 4 replies

Ok, first off i am not an animator. 3D modeling is not a problem though.

I am currently using Lightwave 3d 8.x.

What i am trying to do is rebuild the bone structure from the Default player (the Orc) and use the default animations for my new player model. The animations work, however there is a bone structure/orientation problem with my model.

Here is a screencap from show tool pro.

http://www.samuraistudios.net/dsc/renders/boneerror.jpg

Please, can somone help? i am very frustrated at this point.

#1
06/16/2006 (2:15 pm)
There will always be an orientation/structure problem between .dsq & the .dts shape if the bone/Node structure of the DTS shape differs[or vice versa] from the DSQ shape. The .dsq files store the rotations from a point of reference. The point of reference is the .dts shape; in both POSITION and ORIENTATION of the Nodes. As long as the namingConvention of the Nodes is the same & ALL the Nodes of the .dsq file are included inside the .dts shape, all will be well.

Otherwise, you get the results you have pictured in the ShowToolPro. The DTS shape will follow the DSQ file as to postition and orientation of the Nodes....if they don't align; "Scotty, I'm reporting an anomoly with the Transporter....things didn't reassemble correctly". Think of it in those terms....lol.


Bottom Line: The Node structure must be the same for sequences & shapes to 'appear' correctly...when animating.
#2
06/16/2006 (3:56 pm)
Well the structure is exactly the same as the Orc, including fingers, toes, Dummy's, Lights, ect ...

I rechecked the orientation of the bones (still working on tthat). I fixed the Neck and head orientations and that fixed the head distortion, now the head is displaying right. The upper body is now mostly correct, cept for the tips of the thumbs, shich are being pulled backwords. the waist area is the most distored part still. The waist is twisted so that the side of the left leg is facing front, and feet are pointing downwords.

THe problem is the orientatin of the lower extremity bones seems to be correct, so i am thinking it is either the pelvis, or one of the spine bones still outa wack even though it looks correct.
#3
06/16/2006 (4:16 pm)
Maybe the issue you're having is the model is not facing the correct direction

"Forward" in torque is pretty much backwards in lightwave.

you'll want the model to be looking forward along Positive Z i believe.

Basically when it's loaded in layout you'll be seeing it's back.

If this is already setup like that, perhaps some more screens of how it's setup in lightwave would help.
#4
06/16/2006 (5:26 pm)
Ok here is a few images you asked to see, one in Layout(shows the bone structure tree), one in Modeler, and a Show Tool Pro screenie that shows the result.

and from the screenies below you can see i have only had 'marginal' success.

Modeler:

www.samuraistudios.net/dsc/renders/modeler_tm.jpg
Layout:

www.samuraistudios.net/dsc/renders/layout_tm.jpg
And finally the result i get:

www.samuraistudios.net/dsc/renders/tstp_tm.jpg
please i am begging, WTF am i missing???????? it is driving me crazy.

Does anyone happen to have a bone structure done in Lightwave that works with the default animations that i can learn from???