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Bonkolina
Joined: 23 Apr 2007 Posts: 1521 Location: USA - FL
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Posted: Tue Feb 26, 2013 7:49 am Post subject: Hands with objects |
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I've done some prop animations with hands holding things but I've never been completely satisfied with how the object syncs with the hand. When I try to move the object and the hand together the positions don't hold. Is there a trick to keeping the hand and the object locked together during animation? _________________
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nerseus
Joined: 27 Mar 2007 Posts: 2008 Location: USA - AZ
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Posted: Tue Feb 26, 2013 8:22 am Post subject: |
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This is for furniture? You have a few options:
* Add a Link constraint between the dummy that controls your mesh and the hand bone
* Using Biped you can setup "props" that will follow (or unfollow, as needed) a bone
There are probably more options, but those come to mind
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Bonkolina
Joined: 23 Apr 2007 Posts: 1521 Location: USA - FL
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Posted: Tue Feb 26, 2013 8:24 am Post subject: |
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Ok so let's break it down - Let's say I want to make the avatar hold a drink, and when it sips have the drink follow the hand animation.
I tried applying a constraint to the biped hand but couldn't - not sure why. I know constraints have a role here, I'm not clear on controlling the relationship between the object and the hand. _________________
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nerseus
Joined: 27 Mar 2007 Posts: 2008 Location: USA - AZ
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Posted: Tue Feb 26, 2013 8:33 am Post subject: |
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To have an item be "held" and then "released," I'd look into using Biped with the "props" feature that is built in. I haven't done it in a few years but I recall it being fairly straightforward - but you'll want/need to follow a tutorial. The Help menu had a walkthrough/tutorial using a basketball that had to stay gripped, then released, then gripped, etc.
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Bonkolina
Joined: 23 Apr 2007 Posts: 1521 Location: USA - FL
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Posted: Tue Feb 26, 2013 8:46 am Post subject: |
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Sounds great but where do I find it? _________________
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nerseus
Joined: 27 Mar 2007 Posts: 2008 Location: USA - AZ
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twistednanny
Joined: 29 Sep 2007 Posts: 2723 Location: Thailand
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Posted: Wed Feb 27, 2013 7:22 am Post subject: |
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I've made handheld items (beverage can) that moves in sync with hand movements but it was an accessory thing but the basic is the same. If it is a furniture you're trying to make, you want to make an animation node that aligns with the wrist bone (or whatever bone you will animate), and the mesh weighted to that node. When you animate the avatar hand, do the same for the animation node. _________________
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Keef
Joined: 22 May 2005 Posts: 7242 Location: USA - CA
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Posted: Wed Feb 27, 2013 7:52 am Post subject: |
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Like what others have said what I do is align the node for the held object to the wrist bone then apply an orientation and position constraint to it. Then I position the object in the hand and weight it to that node. Then you can animate the avatar and the object moves with it.
The object's bone has to have its own linked hierarchy to the Root node of the furniture item that is independent of the avatar. _________________ You can now find me at the PixelPusher Community Forums!
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Bonkolina
Joined: 23 Apr 2007 Posts: 1521 Location: USA - FL
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Posted: Wed Feb 27, 2013 8:30 am Post subject: |
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That's the one! I can't tell you how many problems this solves for me, lol. Thank you Nanny & Keef! And Ner you're still my hero even if you are a big geek, lol.
Thank you very much for sharing your expertise!
I'm off to go make avatars hold things, lol. _________________
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