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Help, transform hell! all the parts on my robot turn when i walk

by Highlander · in Artist Corner · 05/13/2007 (1:08 pm) · 4 replies

I imported a .3ds of a robot into 3dsmax. Each body part (each arm, leg, etc) is a separate mesh. I rotated and positioned it. I added a biped skeleton and linked the parts to the appropriate components. When I click on each part, including BIP01 and the bounding box, the axes seem to point properly, with the y forward and Z up.

When I animate the head by rotating the BIP01 head part around the z axis and export the DTS and the SEQ for root, everything is OK, I can import it into the engine and it plays fine.

Then I saved the file under a different name as the walk animation, added footsteps, and created a Sequence object for frames 53-83, exported the SEQ and all hell broke loose. When the robot starts walking, each body part in the lower body rotates 90 degrees along the Y axis to the right, while the parts in the upper body rotate 90 degrees along the Y axis to the left while the robot is walking.

if I export the shape and both the root and walk animations with "collapse transforms" checked, the robot walks fine without the rotating parts problem ... except of course the camera and weapon are on the ground!!

I tried performing the box trick on the right thigh of the robot but it didnt fix that thigh.

do I have to perform the box trick on the biped somehow? and why does adding footsteps break it but having the biped there to begin with and rotating the head bone not break it?

#1
05/13/2007 (3:15 pm)
Make sure you are using a CFG file that culls out the Bip01 node. If you aren't culling out this node via the CFG then you get a 90 degree rotation offset like you have described.
#2
05/13/2007 (4:04 pm)
Great, thanks Logan!
#3
06/05/2007 (11:34 am)
Heya Logan,

an update on this. I rebuilt the model by drawing everything carefully in the right views (top, perspective, user) to inherit the correct axes and it worked (the parts didn't turn when i played the walk animation). However, when I try to cull out BIP01 node, the animations stopped playing. I figure I have something setup wrong. Could you take a look at this tree and tell me whats wrong?

i72.photobucket.com/albums/i190/maxminis/gg/biped_setup_wrong_or_not.jpg
#4
06/05/2007 (11:38 am)
Here is a site that helped me out.

http://torque.smdlabs.com/3dsmaxAnimationSetup.htm