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T70
Joined: 18 Jun 2006 Posts: 4929 Location: USA
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Posted: Sat Mar 10, 2007 10:02 am Post subject: Linking Up Custom Poses wth Furniture... |
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How do you guys do that? it seems tricky, yet at the same time, easy. _________________ http://en.wikipedia.org/wiki/Escrow
Because knowing is half the battle. |
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Goose
Joined: 30 Nov 2005 Posts: 3304 Location: USA
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Posted: Sat Mar 10, 2007 10:13 am Post subject: |
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ok with the mesh of the furniture or whatever loaded, merge in your rigging avatar, align the femalemasterroot to the seat node by centering it in all 3 dimensions.
then pose your avatar to the mesh, export your xaf. (use the avatar xsf not the furniture or scene xsf)
Make sure your seat nodes etc are named right.
ie
seat01.Jumping
Catcher01.Jumping
Pitcher01.Jumping
In previewer make an action trigger word
stance.Jumping
load the xaf to it and set the loops etc to fit your pose or animation.
Viola!~
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T70
Joined: 18 Jun 2006 Posts: 4929 Location: USA
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Posted: Sat Mar 10, 2007 10:17 am Post subject: |
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allrighty, i'll check this out. thanx for the info. _________________ http://en.wikipedia.org/wiki/Escrow
Because knowing is half the battle. |
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Goose
Joined: 30 Nov 2005 Posts: 3304 Location: USA
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Posted: Sat Mar 10, 2007 10:25 am Post subject: |
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np
just holler if ya need help
theres always a few of us in the devguild chat that can walk ya thru it |
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SecondHarvest
Joined: 19 Dec 2006 Posts: 1607 Location: United Kingdom
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Posted: Sat Mar 10, 2007 2:13 pm Post subject: |
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Might I just add that you have to be careful when you merge the rigged avatar because sometimes It may ask you to rename certain things, what I do is make the mesh, (if need be) export the necessary files, then I open up my Rig, and Merge the mesh, that way theres no confusion with the rigged avatar and it cant be destroyed by namechanges.
If you don't make it to the devguild (where I have frequented recently) then Im happy to help, just drop me a pm on my homepage. _________________
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T70
Joined: 18 Jun 2006 Posts: 4929 Location: USA
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Posted: Sat Mar 10, 2007 2:53 pm Post subject: |
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hmm, so does it have to be the rigged avatar? or could it be the normal weighting one. _________________ http://en.wikipedia.org/wiki/Escrow
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stuzzy
Joined: 29 Jan 2006 Posts: 408 Location: USA
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Posted: Sat Mar 10, 2007 2:57 pm Post subject: |
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tyrone70 wrote: | hmm, so does it have to be the rigged avatar? or could it be the normal weighting one. |
You can use the normal weighting one, but I always make sure to delete the existing animation frames before I start posing because they can mess with you later when you export and load up in the previewer. _________________ What does that do? Does that blow your mind? THAT. JUST. HAPPENED.
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T70
Joined: 18 Jun 2006 Posts: 4929 Location: USA
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Posted: Sat Mar 10, 2007 3:02 pm Post subject: |
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ok, thanx
i'm too used to the normal weighting file, even when making a head, that's the one i use.
on final unrelated question: what's the deal wth the rigged avatar? why do they have dummies on their wrist? and what purpose do the biped files serve? _________________ http://en.wikipedia.org/wiki/Escrow
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stuzzy
Joined: 29 Jan 2006 Posts: 408 Location: USA
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Posted: Sat Mar 10, 2007 3:20 pm Post subject: |
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tyrone70 wrote: | ok, thanx
i'm too used to the normal weighting file, even when making a head, that's the one i use.
on final unrelated question: what's the deal wth the rigged avatar? why do they have dummies on their wrist? and what purpose do the biped files serve? |
The rigged avatars are somewhat easier to use for animations or poses because the bones are linked together. You choose one of the boxes on the wrist and move it around and you see the whole arm moves, the elbow bends automatically, etc. With the weighting avatar you have to move each bone separately which makes for a more tedious experience but you get more control over the poses. _________________ What does that do? Does that blow your mind? THAT. JUST. HAPPENED.
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T70
Joined: 18 Jun 2006 Posts: 4929 Location: USA
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Posted: Sat Mar 10, 2007 3:23 pm Post subject: |
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ahh, i guess so. THANX!
i wont be making animations anytime soon tho, but i may be making a furniture item with some poses... _________________ http://en.wikipedia.org/wiki/Escrow
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Woolooloo
Joined: 04 Dec 2005 Posts: 4927 Location: USA
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Posted: Thu Mar 29, 2007 5:21 pm Post subject: |
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Hey since you guys are being so helpful XD:
Say you were adding another avatar, would you just name the nodes seat02.whatever? or is it more complicated than that? |
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MYGIRLFRIENDISHOT66_retir
Joined: 15 Apr 2007 Posts: 2 Location: USA - FL
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Posted: Thu Apr 19, 2007 1:08 pm Post subject: |
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how do make your scene have sound  |
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msSlinkySilks
Joined: 20 Jun 2007 Posts: 195 Location: USA - 3_
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Posted: Mon Jul 16, 2007 3:24 am Post subject: |
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Quote: | on final unrelated question: what's the deal wth the rigged avatar? why do they have dummies on their wrist? and what purpose do the biped files serve? |
+
Dummies are Controllers. Very nice, helpful, playful controllers. IF you feel like it.. count how many bones are in the whole rigged avatar.. EEEK!! Now look at control's numbers. Easier, right? Just move and keyframe controllers. Controllers also pay attention to Inverse Kinematics (that junk that keeps hands and feet stuck in place.) Controllers give data to the bones, in form of rotational and positional values.. which is ALL the Exporter reads (notice that those controllers aren't on the .xsf list in export?)
Biped!!!! MUWHAHAHAHAHA!! It's a Secret Weapon of 3D Max users!! Biped is the Character Studio plugin (now standard with Max 7 or better) that has many tools to make animating easier. No.. it's not godlike power, but I feel so empowered using it. Locking feet in place? No problem. Let them slide? sure.. Run in place.. run around room? Using Biped Footsteps to give weight and balance to walking cycle... greeeeeaaaaatt. SAVING ANIMATION SEQUENCES for later editting.. sweeeeeaaat. Most people who know about Biped.. already have real jobs in companies. The Biped skeleton is controlling the original skeleton that IMVU references.. it's one skellie on an another. When I animate, i still make extra dummies and Lines to help see stuff, but that's just guides, not controlling the rig.
By the way.. a rigged mesh IS weighted. You can have it unweighted.. but what's the point then? Just not all weighting is rigged. Rigging implies a hierarchy of dummies or bones. |
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ANDZELICA
Joined: 23 Sep 2008 Posts: 1333 Location: Latvia
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Posted: Tue Jan 05, 2010 12:54 pm Post subject: |
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just to read all this made me run off and cry. Ok maby stupid but question- is there posibility that i do like a build in poses insted adding them and pre doing them seperatly from mesh it self. _________________
yes i have a ship on my head,but that dosnt make me a sailor |
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nerseus
Joined: 27 Mar 2007 Posts: 2008 Location: USA - AZ
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Posted: Tue Jan 05, 2010 4:02 pm Post subject: |
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(did you know this thread was two years old? )
You can definitely make poses separately, using something like Max or Deliverance's tool or Boris' tool. They save the XAF file, which you then put in previewer. In Max (or your 3d software) you just need to have the "seat" nodes with the right names. For example:
seat38.MyCustomPose
Then in previewer, add an action with trigger name "stance.MyCustomPose" - note the ending name must match the seat name in max. Browse to your XAF file, wherever it was made, and voila! there you go
-ner |
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