An animation question about the default orc player
by Justin.D · in Artist Corner · 07/24/2006 (5:11 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
Previous to Max 8 you could not animate the Pelvis bone on the biped. With Max 8 however you can apply a wide range of XYZ rotations to the pelvis bone and achieve some better looking animations.
07/24/2006 (7:56 am)
@JustinPrevious to Max 8 you could not animate the Pelvis bone on the biped. With Max 8 however you can apply a wide range of XYZ rotations to the pelvis bone and achieve some better looking animations.
Torque 3D Owner Max