Ok, I've noticed this problem before, but I've never had so much trouble with this issue as I've had with this latest animation I was trying.
It's easier if I show a picture than explain it myself:
Note the torso being completely offset so that it's moved forward and overlapping the pelvis. This is my issue... when I animate with the biped, it has a way of getting all twisted up the further I get into the posing in an animation, notably in the pelvis to torso area. At the start of the animation, the biped is lined up properly... but after I rotate this and that a few times, the above image happens.
Basically, I'd love someone to let me know if this happens to them, if there's something that can be done to fix it, and if so, what.
I'm worried this pretty much will ruin the animation I did due to it looking so off by the end. (A final pose cannot look natural with one's stomach where one's balls should be.)
Thanks so much for any help you guys can give!!
Replies
What happens when
1-you save out a .bip file of the animation
2-trash the biped character
3-create a new biped character
4-reload the bip.
Could this have happened because of adjust pivots for either the lower spine bone, or pelvis?
Are subanims on?
Just some of the things that came to mind when looking at it.
* Also, please post the schematic view of the skeleton hierarchy. It's possible that some bones accidently got parented in the wrong place along the way.
Have you tinkered with the pivots outside of figure mode?
Higherarch tab > Pivot > Affect Pivot Only is a very bad way to move biped pieces around. Only move them around while in figure mode.
Have you been animating using the local pivot or set to world?
It looks like you're set to world, you should be using local.
Have you been using the biped workbench or the standard curve editor?
Have you been using in place mode or adjusting Rubber band mode?
Are you animating with biped or 3dsmax layers?
Set to Quaternion or Euler? How about planted keys?
Link the COM to anything?
Does this happen every time you animate a biped or just this one?
Suggestions:
- Toggle the biped in and out of figure mode. If the spine says down in the crotch turn on figure mode and reposition it.
- Any chance you can post the file so we can take a look at it?
Ah, didn't think it would screw it up O_O Sorry... When I animated my robot it did the same thing where it would compress all retardedly. I fixed it with the X form, so I thought it was the same principle xD
StephenVyas - I'll give that a try as well, thanks!
Ok, I'll try to work this out with some of the suggestion posted here... I will let you know how it goes :P
http://www.guerrillacg.org/home/3d-rigging/the-rotation-problem
http://www.guerrillacg.org/home/3d-rigging/euler-rotations-explained
always a good watch for animators and riggers
The more your biped moves out of alignment with the world the worse that problem will get. It is also easier to position the pieces based on their local rotation.
For example -Y Local on bicep will always rise the arm regardless of how its facing in the scene. VS having to use a combo of XYZ and a few attempts to get it into position based on the world rotation.
Biped has its own unique layer manager, which can can be useful for some simple changes but for complex changes it lead to a lot of fighting with lower layers. Using 3dsmax animation layers on a biped is suicide. Be sure to stick to biped layers if you start using them.
Well reset xform does a few things one of them was what you needed, the rest will cause all kinds of problems like reorient the pivot to the world. Which might not be noticable if the pivot was roughly aligned to the world.
The object you where rotating had been scaled in object space at some point. So when you rotate it locally it was interpreting the scale. To fix it you need to reset just the scale (Hierarchy Tab > Reset Transform > Reset Scale. Which is one of the things reset xform does.
So the question now is... is there any way to fix the animation short of scrapping it and starting all over? I tried some of the suggestions of going in and out of figure mode, and also saving out the .bip and loading it onto a new biped. However, this did nothing to change or fix the problem. (When in figure mode, it just went back to normal with the spine aligned properly.)
Can I adjust the placement of the spine within the animation? I'm not sure how the spine or waist can be physically moved (just rotated).
Is there any way to counter-animate this and "unwind" it back into the spine's proper placement?
At this point, I'm guessing I have to scrap the anim from where it starts to get screwy, don't I?
Nonetheless, thanks a lot for all the help everyone!! I really needed to know how to not do this again and again in the future. :P
You rotated the Bip01 object to point downward. But then you rotated the spine, pelvis, and legs to be "upright." Notice in the pic the helper aligned to the messed up biped is pointing down. The only way to fix it is to redo the animation from the point it starts to mess up. But this time continue rotating the Bip01.
Seeing that your max file is called "WallFlip" this confirms my suspicions.
He might be able to fix it in workbench by adjusting the rotation on the COM then the pelvis and the spine. But I think you're right he's probably better off just redoing it.
And wow, you got it, that totally sounds like what I was doing... and I guess what I was doing wrong? Yes, it's a wall flip. And yes, I was rotating the bip 01, but didn't realize I wasn't continuing flipping it to match the spine and pelvis.
I'll muck around a bit in workbench, but sounds like I'm into redoville land...
Thanks a lot for clearing this up Like I said, this was a recurring problem in many of my anims...