long story short. Need to staple a biped's left hand onto the foreend of a pump action shotgun, that is linked to the biped's right hand. I remember people laughing at me about not being able to do that back in 1999 with Max 3, by missing the anchor button, and since I have used it. now at the new job I use Max 8, and the interface in biped about IK blending (which now has a new definition) to objects seems to be gone, or hidden. It's been three years since I have used Max so it's a bit... Um.. stressfull :-). Can one still Stple the left hand to a gun held in the right?
Scott
Replies
should work...
Scott
1.) Pick a Biped Bone and click the little wheel at the top of the side panel.
2.) go down until you see the "KeyInfo" tab. Open it up.
3.)Below the key icons there is a list of Options.
+TCB
+IK
+Head
+Body
+Prop
4.) hit the plus next to IK.
5.) Hit Select Pivot. then hit H, and pick the Hand bone.
6.)Select the radio button that says Object, and then pick that. (in this case the slide for the pump action).
7.) check the box that says [_] Join to Previous IK Key.
8.)Dial the IK Blend valute up to one.
9.) then animate.
The order may be wrong, but I can ask for clarification.
Scott
yup thats how you do it, or at least how the book "3ds Max Animation with Biped" told me how to do it.
You don't need to "select pivot" if you have the hand selected already and I'm not sure what the "Join Previous IK Key" check box does. I have never checked it. Maybe its for if you already have keys set and are linking after you have done some animation work? I set this up before doing any animating so I guess its ok to leave it unchecked... /shrug.
So is there then a way to "bake the Keyframes" as there is in Maya, so that when I remove the gun (there are going to be a number of guns that have to snap to the players right hand), so that the left hand retains it's proper orientation even when the gun is removed?
Scott
Scott
I am not liking this game engine...
Scott
Doesn't save the animation if the keys of the off arm are being puppeted by the gun onthe near arm. So the short term solution is to animate it, then Key every frame of the off arm then remove the shotgun.
I am not liking this game engine...
Scott
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Try this:
hit the save bip file button
- check "save segment at current position and rotation"
- check "a keyframe per frame"
This will save the animation to a bip file with a key on every limb for every frame. You can re-load this now if you want but what I would do is open it up using the 'load motion capture file' button under the motion capture rollout. This allows you to use the motion capture key reduction to reduce the keys automatically. You might use up all your animation memory in-game if you don't key reduce it but you could just hand reduce the keys.
I sure do love maya.....
Alex
The good news is we can use a custom rig... for the next project. Not this one. Biped to finish this before May 1
Scott
Now, how to do the same thing with a custom rig in 3ds Max?
Scott