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Walk Cycle- Partial Animations??

 
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Delure VIP Club Member 18+ Age Verified

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PostPosted: Thu Jan 19, 2012 9:36 am    Post subject: Walk Cycle- Partial Animations?? Reply with quote

Hi everyone! ^_^

So Im trying to learn how to animate a walk, and Im not having very much success. The problems Im having are the feet always look like they are gliding when I try and make just an initial step. Also I can get somewhat of a stationary step down, but Im not quite sure how to make the avi move with the stepping.

Should I just make a stationary walk and then move the avi with it? Or does the whole avi have to be moved while walking? If that makes since. lol

Anyone have any suggestions or ticks I can try?
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Last edited by Delure VIP Club Member 18+ Age Verified on Thu Jan 19, 2012 6:37 pm; edited 1 time in total
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PostPosted: Thu Jan 19, 2012 10:43 am    Post subject: Reply with quote

For a walking animation your best bet, by far, is to use Biped with footstep animation. For that you're going to want to use the Biped rigged avatar file. See the 3ds Max Sample Files thread for finding that.

While Biped and all of its pieces are complex, there are a lot of generic tutorials within Max and on Youtube and the web to help. Once you learn the basics of footstep animation it should be pretty easy. Exporting is as the same as with any avatar file - select the Female03MasterRoot object and export your XAF file.

-ner
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Delure VIP Club Member 18+ Age Verified

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PostPosted: Thu Jan 19, 2012 12:35 pm    Post subject: Reply with quote

Awesome thats exactly what I needed tyvm! ^_^
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Delure VIP Club Member 18+ Age Verified

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PostPosted: Thu Jan 19, 2012 6:37 pm    Post subject: Reply with quote

Ok so I got the walk to work perfect! ^_^ But Im trying to export only the lower half of the body animation, leaving the top half to the idle poses on the avatar product. I have tried unchecking the upper body bones, exporting on a skeleton with out the upper body bones, exporting with spine bones, and with out spine bones, and Iv gone through the education center and I can't get it to work.

Here is a pic of what the avatar does:

http://i1114.photobucket.com/albums/k532/LaBoutiqueDelure/ScreenHunter_03Jan191827.jpg


The legs move but the arms stay in the T pose. Is it impossible to do partial animations on room node animations? Or is it impossible to use them on the biped rig? Or am I just totally missing something? Lol >.<
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PostPosted: Thu Jan 19, 2012 9:10 pm    Post subject: Reply with quote

Here's a check list
- Do not export the skeleton file (XSF)
- select the master root when exporting XAF file
- reference to the skeleton file that comes with the example file (it should be in the same folder as where the file is)
- when the dialog of whiat to export comes up, you can choose to export from pevlis nodes down, and have anything from Spine 01 unchecked
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PostPosted: Fri Jan 20, 2012 8:19 am    Post subject: Reply with quote

Thanks for the reply TN, yeah I did everything in the list except:

- reference to the skeleton file that comes with the example file (it should be in the same folder as where the file is)


The biped rig does not come with a skeleton file. So Iv tried using the one that came with the Idle Standing Pose Master file, the one that comes with the Female 04 file, and I tired making my own from the unchanged Biped rig file. None of them worked, so I guess it can't be done with the biped?
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PostPosted: Fri Jan 20, 2012 8:42 am    Post subject: Reply with quote

the very few times i have made animations/ poses, and i used one avatar for the action and try to used the xsf file from the other one by mistake the pose / animation did not work.
you need to used the same avatar and xsf file to make it work.
I never try whit biped , but if you can make it work the foot steps animations, add the whole body animations and upload the whole thing see if this way work, you may need to make the whole animations you want whit the biped.
this is from create center.
Quote:
Bipeds
Last but not least are the Biped rigs. These files are useful for applying motion capture data.

However, these have been handy only for a select few individuals. As IMVU does not use these files internally, we highly recommend using the other avatar files above for building your animations

If you make it work, you`ll go to the list Smile
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PostPosted: Fri Jan 20, 2012 11:21 am    Post subject: Reply with quote

The last time I checked, the biped rigged file worked out-of-the-box with the skeleton (XSF) file that was included with the standard "rigged" avatar (the one without the joysticks). I haven't tried for a month or so, but I wouldn't think it would change. Try downloading the rigged avatar and unzipping to a fresh location and use that "fresh" skeleton when exporting from your biped file - see if that works.

Also make sure that in Create Mode, on the animation tab, that you specify this animation to be "Avatar" - it's a drop down that has options of: blank value, Room, or Avatar.

If your XAF only contains the pelvis, legs, etc. and not the spine, shoulders, neck, head bones then you shouldn't be getting the T-pose. I'd suspect that either the XAF does contain those upper body nodes or the above "Avatar" animation type wasn't set.

-ner
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PostPosted: Sat Jan 21, 2012 4:10 am    Post subject: Reply with quote

The other thing that can "Induce" the T-Pose is either an Illegal StanceName or XAF File Name.
In IMVU Stancenames must have their 1st character, and only the 1st character, Capitalised. Plus IMVU is getting to be very picky about File Names and prefers them to comply with the Original, very restricted, Unix File Naming Convention/Rules.
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Jatt

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PostPosted: Tue May 29, 2012 6:44 pm    Post subject: Reply with quote

Sorry i don't know if it is the right place to ask this question.
so i made a animation in max using biped and i want to apply it to the imvu avatar file. how can i do that? and which imvu avatar file i should use for this?
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