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hi! all,
I need to make a character animation of skipping rope. and i have applied bip to girl character
but finding difficulty animating rope according to that. How should i rotate it as girl’s hand it also
taking different positions while jumping....
(3dmax version 2009)
Ravi k.
3DMAX-2009, DUAL CORE
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You can do this with the linked Xform - modifier.
Build up a spline with 3 vertex-points and then link each vertex (selection with a separate “Edit Spline"-modifier) to a point or helper-object with the linked-XForm. the 2 helpers on the hand should also be linked to the hand-bones. The 3rd point-helper in the middle of the rope is then the only helper in the rig, that has to be animated. While creating your spline make sure, that your character is somehow in an initial position.
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it’s not happening andy. i am doing exactly how you are directing me.....can u direct me step by step....
thanks
Ravi k.
3DMAX-2009, DUAL CORE
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1) create a spline with only 3 points like in the image shown
2) create 3 point helpers
3) align the left-hand-point helper to the left hand, same for the right hand (position/rotation - align)
4) go into the vertex-mode of your spline
5) select the vertex of your spline related for the left hand and align it to the left hand (position/rotation - align)
6) do the same thing for the right hand
7) and maybe the same stuff for the vertex in the middle of your spline
ok, now let´s do the rigging:
8) select the spline
9) go into the vertex-mode
10) select the vertex for your right hand and let the selection opened
11) assign a “Linked XForm- Modifier”
12) pick as a target node your point helper related to your hand
13) just do the same steps for the other points
As you can see, there a three Linked-Xform-modifiers. Each pointing to a point-helper. With the “Edit Spline"-Modifier you just do the selection for your “Linked XForm”.
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it’s done andy,
thanks so much. you are very good with rigging....
thanks again
Ravi k.
3DMAX-2009, DUAL CORE
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i have another question andy if you please answer me,,,
suppose i have applied bip animation to my biped then after that any point of time if i need to hold a object in his hands then
i have to set “ IK = 1 value” and ‘ object selected’ then it comes only at the first frame and rest of the frames don’t pick that object and
IK = value changes from 1 to 0. How should i do this..
Ravi k.
3DMAX-2009, DUAL CORE
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Well, the IK-Value of your biped is animatebale. You probably realized that “Standard Set Key” doesn´t work with bipeds, use the “Set-Key"-Button of your “Key-Info"-Rollout. Or slightly move the hand forward or backward in Auto-Key-Mode. IK-Values can only be changed, since you have a keyframe. Allthough the IK-Value can be changed over time (float-Value), you should interpret it first as a boolean, like on/off. So your keyframes should be set for disabling IK, something like this: Frame 100, IK-Value=1 / Frame 101, IK-Value=0.
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