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[SOLVED] [3ds Max] Animated shutter: Bones bend whilst animating along a path.

ColMatrix
polycounter lvl 3
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ColMatrix polycounter lvl 3
Hello everyone!

I am new to animating using bones/skin. I have the following issue, I need to rectify urgently, can anyone help?

During the animation, the bone knicks, I have two animated shutters, the other one has a the same issue, just at a different place.

I am using the shutters skinned to bones and using a SplineIK Solver to constrain to a path.

Thanks again!





Replies

  • poopipe
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    poopipe grand marshal polycounter
    there's a very long list of things that could have gone wrong. but none of them are the skinning part. 

    see if it works with 4 or 5 bones in a chain,  if not there's probably a transform somewhere that's upset
  • ColMatrix
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    ColMatrix polycounter lvl 3
    @poopipe thanks for responding. I already tested a 3 slats, with skinning and bones with the same spline all worked fine in max and Unity. The actual main asset is with multiple groups, 2 LOD’s and many objects in hierarchies. These two shutters are separate from one another are the only skinned objects with bones, a splineIK silver and both share the same parent (static object).

    I did reset x forms before proceeding with skinning.

    how could I check for the transform errors? 

    Cheers
  • Noren
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    Noren greentooth
    Does this happen at a vertex in the spline? If so, maybe check if it's actually two vertices. 
    Flipping is common (like 180 degrees around the long axis) but this 90 degree angle looks odd.

    Maybe post the file if you can. Save it back to the oldest max version it lets you.

    Edit: Sorry, hadn't seen your latest reply.
    Groups can get messy, especially if they span hierarchies or vice versa.
  • ColMatrix
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    ColMatrix polycounter lvl 3
    I added a Normalise Spline modifier to my spline and reduced the segment length. Thanks again to @Noren, a tip from a previous post.
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