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Transform Problems
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  • Total Posts: 93
  • Joined: 22 August 2006 11:43 AM

Doing Louis’ amazing tutorials combining two clips with an rg3 file.  i move the transform but the ghost doesn’t move. Tried it on Max 2009 and Max2010 64bit and Max 2009 32 bit, no luck. Any ideas what’s wrong? Thanks in advance. Crunch time…



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  • Location: Minneapolis, Minnesota
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I tried testing the transform gizmo’s and getting the ghost(s) to move (following Louis’ tut), and it seemed to work.  Maybe (and this is just a guess, -since it sounds like you are doing it right), you selected the CAT base by mistake?  The CAT base is one object that can be easily mistaken for the transform, and when you move it (while in Animation mode), the CAT objects don’t move.  Pardon if you’ve already covered that.



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Josh,

Thanks for the quick reply. The name of the transform comes up in the command panel so I know I picked the right object. I tried a simple version and it worked, but here I added frames and have many layers. Does the animation range have to start at zero?



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I think I understand, -you’re trying to move the CAT Layer Transform by animating it.  That can be done, but -that’s not really how the Transform gets used;

While you can animate the transform gizmo, it does not support custom controller assignments and cannot be linked to other objects. If you wish to animate a transform gizmo, it is recommended that you not animate the rotation. Apply basic animation only. This it not a method for general animation.

-from Max > Main menu > CAT > Autodesk 3ds Max CAT Help > Layer Transform Gizmo

But, I don’t mean to just fling Help file quotes at you :) , -I think a lot of people try, & would like to be able to use the Transform Gizmo in the same way you might be trying to use it. 

Other options you might try;

Examples:
In Animation Mode,
If you have IK active for the arms and legs (if you have FK on the arms and legs then you would only need to do this for the Pelvis).
Per CAT Manager layer (if you are not using the ‘Animation Controller,’ -this is using the ‘Static Matrix’ > Setup Mode , under Link Info).
Select the parts of the CAT rig (one at a time, -just to be safe, don’t do this with all of the CAT parts selected at the same time) that have IK targets or objects that are the parent / top level controllers for the CAT object(s) and assign

A Link Constraint.  Select the Pelvis and in the Controller list, at the layer, ‘Animation Layer : Position/Rotation/Scale’ , assign a Link Constraint.
Do the same for the Palms, and the Foot Platforms, -using the same Point dummy as the Constraint target.
This will hopefully give you position and rotation control over the CAT rig using the Point dummy.

Or you could do this with Position Constraints, -using a Position List controller for them
(so if you want to delete a controller, you’ll still have your default controller at the top of the list, -acting like a placeholder).
Instead of selecting in the controller list at the ‘Animation Layer,’ select the layer, ‘ Position : Position XYZ ‘ and assign the Position List controller.
In the Position List controller, select the ‘available’ slot & assign a Position Constraint.
Create a Point dummy and use that as the Position Constraint target for the Pelvis (be sure the Position Constraint in the Position List is ‘Set Active,’ & use the ‘Keep Initial Offset’ as needed.’ ).
Do the same for the Palms, and the Foot Platforms, -using the same Point dummy as the Constraint target.
Hopefully when you select and move the Point dummy, the entire CAT rig will move as needed.
But, this will not give you rotation control with the Point Dummy (like the Link Constraint above does), -you would need to add Orientation Constraints in the same manner for the rotation control.

Pardon if you already know about controllers/constraints, etc.  ( -it might help others who read this).

I’m guessing you could do this in a number of different ways?
I think Max 2010 now has a new feature for the Link Constraint, allowing users to animate a Time Control over the Link Constraint.
Or, the new Max Containers might help for doing this?

And my apologies if I’m missing some steps there, -I’ll be glad to try and help more.

Note:  This is a per layer set-up I’ve mentioned, -since that allows you to animate and control the constraints with each layer (you might want to ‘Globally’ animate the Link Constraint off for that layer, and use a new CAT layer without the Link Constraint on it).  If you want a ‘Global’ effect, going through all levels, then that should be possible to do in the Set-up mode using the ‘Animation Controller, ‘ and the ‘Additive To Setup Pose’ under the Link Info options.

Hope that helps!



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Hi,

i have a similar problem. I have a human CAT rig with an object (brush) attached to its palm via link constraint.
As long as i animate with one CAT layer everything works fine but when adding an other absolute layer the link constraint connection “breaks” and the attached object “flies” away from the palm…
Any ideas how to link an object via link constraint to a CAT rig over more than one absolute layer?

Thanks
Arek

Author: arek72

Replied: 15 May 2011 11:43 PM  
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  • tyree
  • Posted: 16 May 2011 09:57 AM

turn the local weight down on the palm with the brush. for any layer after the original. that will pass it down the stack



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