Hey all,
I was just wondering if I could salvage my 4+ hours of animation or not. You see, what happened is...
I made my mesh, reset the Xforms before making a rig. Because the legs were symmetrical, I mirrored the bones from one leg to the other. This was the crucial error I think.
So, anyway, I did all my animating, and got to export it to ogre, and it turns out that this leg just fucks everything up.
Is there anyway that I can like reset the xform of these 4 bones without changing anything, or is it a lost cause and I should just make another rig and redo all the animations.
Cheers,
Edit: I should mention that just resetting the xform of these bones via the modifier just makes a big mess... Even with plugin found here
www.paulneale.com/scripts/resetXform/PEN_resetXform.htm
Replies
There are a couple tricks to fix mirrored bones. Do you have a version of the file before you put the Reset Xform on the bones?
Anyway, the resetting the Xform should put an Xform modifier on the stack... try deleting that, otherwise from my experience resetting Xform is an none undoable action?! You need to roll back to an older save file!!
Dunno if any of this helps?!
I suspect you used Max's Mirror tool like you would on geometry? If so that's the wrong tool to use on bones. Bones have a special mirror bone tool found in Animation > Bone Tools > Mirror.
I don't know why Max does the Reset Xform the way it does, like Vig says neither undo nor removing the modifier will remove the reset.
Cheers for that.
1. Bake all the vertex weights in Skin, save the weights, delete the Skin modifier.
2. Turn off the bone properties for all the bones (in bone tools).
3. Select the top bone in the chain.
4. Reset scale (in bone tools), do this individually for each bone in the chain.
5. Turn bone properties back on (the bones will flip the other direction).
6. Hit realign. They should now be facing the right way. (the end nub will not, you can rotate that by hand).
7. Apply a new Skin modifier, load the saved weights.
Make sure to check your bones before creating animation, since any animation that exists on the negative-scaled bones will need to be re-created once the bones are reset to a positive scale.
To check if any bones have non-uniform scale, select a bone and choose the icon Select and Non-Uniform Scale, then display the Transform Type-In dialog... all the Absolute:Local values should be positive. An alternative method is to use a tool like the FBX exporter which will pop up an error dialog listing all bones that have non-uniform and/or negative scale.
I redid all the animations, but it took me like half the time, which is a good thing. Anyway, thanks for the help, and I sure as hell won't be making that mistake nextime!
Cheers!