Blend look animation problem
by Hans Cremers · in Artist Corner · 10/29/2008 (2:48 pm) · 3 replies
Hi All,
I got a look animation in 3d studio max.
the 1 frame the player is in the root pose
The second frame he is pointing up and in the last frame he points down.
The animation was created with keys on frame 1 - 15 - 30.
When export it without blend it works in torque. I can point up and down and the animation plays accordingly. Only the look animation doesn't blend with other animations like walking. But that is logic.
But when i try to export it with the blend checkbox checked, it only exports a animation that has centered his gun and can only point between the center and the floor. The look up animation isn't exported with it.
Does anyone have a suggestion that can help me here?
Much thanks in advance!
Hans
I got a look animation in 3d studio max.
the 1 frame the player is in the root pose
The second frame he is pointing up and in the last frame he points down.
The animation was created with keys on frame 1 - 15 - 30.
When export it without blend it works in torque. I can point up and down and the animation plays accordingly. Only the look animation doesn't blend with other animations like walking. But that is logic.
But when i try to export it with the blend checkbox checked, it only exports a animation that has centered his gun and can only point between the center and the floor. The look up animation isn't exported with it.
Does anyone have a suggestion that can help me here?
Much thanks in advance!
Hans
#2
Frame 0 = stock/standard root pose your model uses
Frame 1 = head up
Frame end = head down
Set your sequence to export from frame 1 to frame end as a blend.
What this will do is force the exporter to see an animation change right from the very first frame, ensuring that it matches what you have setup in your 3D app. Blend animations just look at the transform data change and save it to the file, so instead of having your head at +180 degrees in the X, it sees something like "add +90 degrees in X", so by having a reference frame before your animation, the exporter can properly see the before and after changes right away. You pretty much want to do this with any/all blends that you use to ensure that they hit their targets properly initially.
Logan
11/02/2008 (7:41 am)
With blend animations they always need a reference before the start animation. So what you would want is this...Frame 0 = stock/standard root pose your model uses
Frame 1 = head up
Frame end = head down
Set your sequence to export from frame 1 to frame end as a blend.
What this will do is force the exporter to see an animation change right from the very first frame, ensuring that it matches what you have setup in your 3D app. Blend animations just look at the transform data change and save it to the file, so instead of having your head at +180 degrees in the X, it sees something like "add +90 degrees in X", so by having a reference frame before your animation, the exporter can properly see the before and after changes right away. You pretty much want to do this with any/all blends that you use to ensure that they hit their targets properly initially.
Logan
#3
Thank you very much Logan. You saved my weekend!
Turned out that i mixed up the standard pose and the idle pose. >_<
11/07/2008 (3:13 pm)
Sorry for this late reply.Thank you very much Logan. You saved my weekend!
Turned out that i mixed up the standard pose and the idle pose. >_<
Torque 3D Owner Hans Cremers
Is it a bug in the exporter or something wrong with the animation?