How do you make a character run in place using Biped?
by Highlander · in Artist Corner · 05/12/2007 (1:15 am) · 5 replies
I'm trying to make a run animation using Biped in 3D Studio Max. I have the character walking using footsteps. When the animation plays in the game, the character actually moves.
Should the character be setup to move like that in 3D max and exported or should the character run in place in 3d studio max?
If he is to run in place, how do you do that in biped?
Thanks for the help!
Should the character be setup to move like that in 3D max and exported or should the character run in place in 3d studio max?
If he is to run in place, how do you do that in biped?
Thanks for the help!
#2
05/12/2007 (11:32 am)
Heres a website that covers it: http://torque.smdlabs.com/index.html
#3
05/13/2007 (5:26 am)
Logan, actually you're not entirely correct there. The exporter DOES see the transforms if the bounding box move, it just cancels it out and (more importantly) creates ground transform animation. This is a good thing, since with this information Torque can figure out if the animation have to be sped up/slowed down depending on how fast the character moves.
#4
To keep the biped in place under the Motion Tab: Biped/Display/Modes there is a circle icon on the right, if you hover over it is should say "In Place Mode". Click that and the biped will stay in the center of the view when moving along the footsteps as if the camera was moving with it.
05/13/2007 (6:33 am)
Highlander:To keep the biped in place under the Motion Tab: Biped/Display/Modes there is a circle icon on the right, if you hover over it is should say "In Place Mode". Click that and the biped will stay in the center of the view when moving along the footsteps as if the camera was moving with it.
#5
What the above exactly means? For run animation should I actually move bounding box? If so, I might understand why "Bounds" box should inherit the "Bip01" X and Y motions what like @L Foster mentioned. Also the video tutorial on the site torque.smdlabs.com/index.html says to link bounding box to Bip01.
So, how do I move bounding box for run animation? Is that enough just to move only bounding box for each frames not moving a character? Does it more easy just make a character to move inside 3dsmax and link bounding box to its Bip01? (yes, same way what @L Foster mentioned)
What's the difference between @L Foster and @Magnus said?
02/09/2008 (10:04 am)
@MagnusQuote:
The exporter DOES see the transforms if the bounding box move, it just cancels it out and (more importantly) creates ground transform animation.
What the above exactly means? For run animation should I actually move bounding box? If so, I might understand why "Bounds" box should inherit the "Bip01" X and Y motions what like @L Foster mentioned. Also the video tutorial on the site torque.smdlabs.com/index.html says to link bounding box to Bip01.
So, how do I move bounding box for run animation? Is that enough just to move only bounding box for each frames not moving a character? Does it more easy just make a character to move inside 3dsmax and link bounding box to its Bip01? (yes, same way what @L Foster mentioned)
What's the difference between @L Foster and @Magnus said?
Associate Logan Foster
perPixel Studios
Generally what most people will do with a run animation for Torque is actually animate it moving forward at a common velocity in Max, but ensure that the "Bounds" box inherits the "Bip01" X and Y motions. This way when the animation is exported, the DTS exporter doesn't see any X or Y offset transforms taking place.