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Hi,
I’m trying to setup some custom Animation Controllers for my Character using CAT in Max2011.
What I want are the following things:
-A root node, that allows to move the whole Character similar to what the Transform Layer Gizmo does.
-Two handles for controlling the hip. One that rotates the spine together with the hip and one that rotates the hip independent form the spine.
-A bone that is linked to the hand that can be unlinked.
I managed to get all these things working but not exactly like they are supposed to.
-For the root node I set all parts of the rig that get translated(pelvis,IK handles) to Animation Controller and Additive to setup pose in the hierachy panel. Then I assigned link constraints to each part using the assign controller tab in the motion panel. Then I linked all parts to the root node(a normal spline).
This works with Absolute Layers but not with CATMotion Layers. When I assign a CATMotion Layers
all of the linked part get tranlated to 0 on the Z axis. They are also translated in various directions on the other axis’ and rotated 180° around the up axis.
I read some threads here and got the impression that adding custom Animation Controllers shouldn’t mess up your stuff this much.
-For the hip part I created an additional CAT bone. I linked this bone to the root node and changed the link of the pelvis to be linked to this bone. Then I constrained the Spine Ribcage to the newly created bone using an orient constraint.
This doesn’t only break the CATMotion Layer but also the pose and animation clip loading.
-For the linkable bone I simply created a Link Constraint. This works but when I create a layer the Link Constraint options disappear. They reappear when I return to setup mode. Is it not possible to create a Link Constraint in setup mode that can also be used in animation mode?
Any help will be appreciated. Sorry for the wall of text I hope it’s readable.
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