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CAT linking bug in 2011
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  • Total Posts: 3
  • Joined: 02 January 2009 05:07 PM

Hi all,

There is a clear issue with linking of CAT objects in the max 2011 version.

The issue is that unlike in previous versions of CAT, you can’t drive the animation of any CAT object (bone, hub, IK, etc.) by linking it to another max object.
It is as if the CAT object just doesn’t inherit the parent’s transformation at all.

I’ve seen this pop up here and there, but I thought this is a serious enough of an issue to be addressed directly and to the point.

This issue makes a lot of the animations we’ve done prior to max 2011 just break in some way or another, not to mention that it cripples the animator’s workflow.

If there is any one that knows of a workaround, or have any information whether or not Autodesk know about this issue and plan to do anything about, please write.

thanks,
Aviv.



Replies: 1
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Hi Aviv,
I’ve posted a similar question a while ago and unfortunately got no usable answer.
http://area.autodesk.com/for...-cat-rig-to-point-helper/

Author: erikcg

Replied: 14 October 2010 09:21 PM  
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  • Gräck
  • Posted: 15 October 2010 01:29 AM

Do never link CAT bones to Max objects! You can relink CAT bones to other CAT bones, but breaking them out of the CAT hierarchy causes problems. As I have stated several times before, use CAT as it is supposed to be used and you will be fine.

So in order to link your CAT rig to other objects (point helper or whatever), use the Layer Transform Gizmo and assign Position and Orientation Constraints with the target object of your choice (this target object can then be linked in any way you like). Works very well for me.



My CAT demoreel:
http://www.youtube.com/watch?v=Gfq-4VoeAPU

Replies: 0
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  • Far Star
  • Posted: 16 October 2010 01:09 PM

I dont link my cat bones to other objects such as point helpers or other object by linking them but what I do instead is add postion and orentation constraints and that seems to works fine.



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Gräck 15 October 2010 08:29 AM

Do never link CAT bones to Max objects! You can relink CAT bones to other CAT bones, but breaking them out of the CAT hierarchy causes problems. As I have stated several times before, use CAT as it is supposed to be used and you will be fine.

So in order to link your CAT rig to other objects (point helper or whatever), use the Layer Transform Gizmo and assign Position and Orientation Constraints with the target object of your choice (this target object can then be linked in any way you like). Works very well for me.

Thanks for the replies.

The linking I’m talking about is linking of CAT objects at the top of the rig’s hierarchy,
Meaning: linking of the the pelvis (no parent by default) or the newly created IK target.

We are well aware that CAT’s hierarchy must stay intact. the work-flow I’ve mentioned worked great until the integration of CAT in 2011, and we’ve worked with CAT since version 1.

Position and orientation constraint is in fact what I’ve came up with to quickly address the issue, but it’s far from ideal.

We’re talking about hundreds (if not thousands) of shots with animation we just can’t use in 2011. Again, this wasn’t an issue before, so nothing prevented us from working this way (or told us not to).
Secondly, and I believe this is the important issue here, this take a very important feature from CAT, and only make the implementation harmful for current and previous users of the plug-in.

I sincerely hope that Autodesk won’t take the approach of “use it as we now think you should”, and show us, long time users of both max and CAT, that the integration was beneficial to us all.

Have a good week,
Aviv.



Replies: 0
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  • Gräck
  • Posted: 17 October 2010 09:04 PM

I agree it should be possible to link CAT bones to other objects. A lot of issues around CAT are being investigated, so I guess you can expect a much more stable CAT in the near future. For now, I think it is better for you to stay with 2010 indeed.



My CAT demoreel:
http://www.youtube.com/watch?v=Gfq-4VoeAPU

Replies: 0
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@Gräck:
Thank you for your Rigging Tutorial. This is exactly what im looking for.



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