Game Development Community

Getting vertical movement in player animations

by N R Bharathae · in Artist Corner · 12/18/2007 (6:22 pm) · 2 replies

I'm using 3DS Max and slowly replacing the default player animations with my own. I have the Root and Run sequences setup and running properly but I want to add some elevation to the player's Run-cycle. A little bobb or spring in his step so it doesn't look like his hips are stationary.

What I need to know is what node or Biped bone am I suppose to animate to move the model up or down? I've tested the start node, Biped01 and the bounds box but can't get any results to show up in the game animations. So I'm stuck and wanted to ask if anyone knows THE preferred method of getting this to work.

#1
12/22/2007 (8:57 am)
Well, depending on your rig of course, you would generally just move your hip control up and down assuming you have IKs on your legs. Don't move the bounding box or Start01.
#2
12/22/2007 (10:49 am)
Thanks for the response, Kurt.

Every Max animation reference I have says to use the root BIP01 to make global translations for the whole body. Of course all of the Torque docs say not to include BIP01 as a bone in the Skin modifier when rigging a model because it introduces weird transforms in the animations. And since BIP01 is typically commented out in the CFG file its pretty obvious I shouldn't use BIP01.

So the alternative is a hip control? In Biped that would be BIP01 Pelvis. Unfortunately, the pelvis will only allow x and Y translations, not Z. It acts like the pelvis bone is locked on the Z-axis but checking the links info I didn't find any such locks.

Can anyone confirm for me if BIP01 Pelvis is the control to use for vertical movement in Biped-rigged models? If so how do I unlock the Z-axis?