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HotChilliFire  Moderator
Joined: 23 Aug 2011 Posts: 1055 Location: Germany
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Posted: Mon Oct 14, 2013 2:47 pm Post subject: Adding a ball animation into an existing Motion capture? |
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Is anyone outta there who can help? I created a motion capture biped animation where a biped is kicking with his leg. up to this point everything is ok, the exported animation will show up in IMVU editor. So i added another mesh in 3dsmax (a ball) to interact in that animation. Everything is looking fine in 3dsmax the ball is moving after the kick. However, now my problem begins...i am lost after trying and trying... What i would like to know is, how can i export the ball mesh/animation to show in IMVU? All i got is a fixed ball mesh without movement in IMVU.
I tried exporting the whole animation as XAF,
I tried exporting the ball mesh (which will show in IMVU, but not animated)
I tried skinning the ball to the biped root node,
I tried skinning the ball to the root node, nothing worked^^
Any hints for a poor beginner? Thanks in advance! |
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nerseus
Joined: 27 Mar 2007 Posts: 2008 Location: USA - AZ
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Posted: Tue Oct 15, 2013 11:57 am Post subject: |
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The prop actions in Max can be made to work in imvu fairly easily. You'll want to find a tutorial on using mesh and avatar animations to see how to set it up. The basics are:
* The product will likely be furniture. To make it accessory (clothing actually) would involve a more complicated setup, including morph animation for the ball/accessory part.
* Assuming furniture: you'll build a skeleton for your furniture, which includes the standing spot and a dummy object that will be a child of the root, to which the ball will be weighted. The standing spot would be called something like "seat01.ThrowBall" (important later)
* Exporting involves the furniture skeleton and the "ball" node animation as an XAF. Actually, two XAFs - one for the "idle" position of the ball, when not held/thrown and then the real animation of it moving
* Exporting the avatar action as XAF, which will reference the normal skeleton XSF
* In Create Mode, you'll put in the skeleton and ball mesh. You will likely have three actions: an idle animation for the ball at rest, a triggered animation for the ball with the trigger name "stance.ThrowBall-seat01" and the avatar action that will follow the normal name of "stance.ThrowBall". Make sure to set the "Type" correctly for each three actions: Room for the first two and "Avatar" for the avatar. There is no "Furniture" type, but Room will work.
The trigger name for the ball animation is important. It follows the naming for the avatar's custom pose, and tags on the specific seat. "stance.ThrowBall-seat01". If you had a product with multiple seats, you'd have to create separate actions for each of those seats BUT only one action for the avatar of "stance.ThrowBall". Of course, 2 or more avatars would use the spots and go through their animation, but the ball would only follow one person.
Hopefully that gets you started!
-ner |
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HotChilliFire  Moderator
Joined: 23 Aug 2011 Posts: 1055 Location: Germany
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Posted: Wed Oct 16, 2013 5:44 am Post subject: Re:Adding a ball animation into an existing Motion capture? |
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Hello Ner...
thanks alot for your reply i appreciate it very much!
You wrote:
Actually, two XAFs - one for the "idle" position of the ball, when not held/thrown and then the real animation of it moving
However, what i do not completely understand in your reply is how can i create the idle animation of the ball then.
At present i have two xaf, one for the avatar movement, and one for the ball movement. When i place the ball-animation to the stance.Idle, then the ball will start immediately to move, but i want to move the ball only when the avatar goes to the node. If i use stance.ThrowBall-seat01 then nothing will happen, the ball remains fixed and the avater kicks thru the ball. At present the ball itself is a furniture. Is it better to make it an accessory? Hmm seems i still have to learn a lot of things omg...
But Anyways i will figure it out hopefully soon haha...
Thanks again for your input!
Greetings Fire |
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HotChilliFire  Moderator
Joined: 23 Aug 2011 Posts: 1055 Location: Germany
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Posted: Wed Oct 16, 2013 5:50 am Post subject: |
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omg... i only played with the setting in stance.ThrowBall-seat01 and it did work! I already made the animations correct it seems, only your hint with the stance.ThrowBall-seat01 did the trick! Wow^^ Thanks again ner!
Greets Fire |
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nerseus
Joined: 27 Mar 2007 Posts: 2008 Location: USA - AZ
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Posted: Wed Oct 16, 2013 6:47 am Post subject: |
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Excellent! And the idle thing... I often save a separate max file that has the ball resting on the ground without the animation keys. I set two keys at frame 0 & 1 and export that XAF. I put that action in creative modewith the trigger stance.idle. that animation will play whenever the Avatar clicks off of your product. |
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HotChilliFire  Moderator
Joined: 23 Aug 2011 Posts: 1055 Location: Germany
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Posted: Wed Oct 16, 2013 9:58 am Post subject: |
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Thanks alot for all your input and of course for releasing the cal3d export plugins My product is finally in the catalogue right now >>>yay
If you are interested please have a look here: http://de.imvu.com/shop/product.php?products_id=21705411
Its my first animated stuff
Thanks again ner!
Greetings Fire |
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StigmaDemonia
Joined: 20 Jul 2013 Posts: 65 Location: USA - NY
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Posted: Sat Nov 16, 2013 12:00 pm Post subject: |
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Hi Nerseus,
So if i've understood... in the case i want to make an object to disappear, i have to put it far away from the scene (at 99999999 for example) and set two keys frame 0 and 1 (just the key and 0 animation).
I'm trying to figure out on/off triggers words and for now it's a big mess.
Can you explain me, if you can how to make it works.
Thanks (keep trying to make it)  |
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