Hi there, A question about the default orc player
by Justin.D · in Artist Corner · 07/24/2006 (12:05 am) · 2 replies
As we see, the default orc player moves vividly.
My problem is ,I can not make my man shake his hip by moving the pelvis joint ,but in the showtool , I saw the orc 's pelvis joint can do that , why?
In 3d max , a character's pelvis is linked to the bip01 , and cannot move unless using the subanimation mode. But the exporter does not support the subanimation . Therefore , I was confused of the problem?
Does anybody here have some ideas?
My problem is ,I can not make my man shake his hip by moving the pelvis joint ,but in the showtool , I saw the orc 's pelvis joint can do that , why?
In 3d max , a character's pelvis is linked to the bip01 , and cannot move unless using the subanimation mode. But the exporter does not support the subanimation . Therefore , I was confused of the problem?
Does anybody here have some ideas?
About the author
#2
Whaaat? I dont think you understand the issue.
In Max releases previous to 8, you could not animate the pelvis bone, it was fixed to a static horizontal position. This prevents you from doing a little subtle movements to the body and legs.
The DSQs that come with Torque come from Max 3 and are completely based on MoCap data that has been cleaned up slightly, hence why there are some subtle movements that normally aren't capable through hand animating with Character Studio at the time of that release.
Logan
08/20/2006 (8:47 pm)
@SaurabhWhaaat? I dont think you understand the issue.
In Max releases previous to 8, you could not animate the pelvis bone, it was fixed to a static horizontal position. This prevents you from doing a little subtle movements to the body and legs.
The DSQs that come with Torque come from Max 3 and are completely based on MoCap data that has been cleaned up slightly, hence why there are some subtle movements that normally aren't capable through hand animating with Character Studio at the time of that release.
Logan
Torque Owner SaurabhTorne