Game Development Community

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?

#1
07/24/2006 (5:24 am)
Yes. Use milkshape. It may have less tools, but its cheaper and way easier to understand. Its user friendly, so yes, you can move that pelvis joint, and it is great for animations once you learn how.
#2
07/24/2006 (7:56 am)
@Justin

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.