View previous topic :: View next topic |
Author |
Message |
Pharmacist
Joined: 20 Oct 2007 Posts: 742 Location: USA
|
Posted: Wed Jul 07, 2010 6:04 pm Post subject: Marionette. How to? |
|
|
Hello,
I wanted to make a marionette accessory. I derived it from the female avatar directly and everything seemed to work well. What I do not like in the animation that I just do not feel like the avatar is animating the doll nor the doll is sync with the avatar's hands animation. I physiqued the wood pieces to the doll's biped. Is there any way to make the animation look better? for example, can I physique the wood part to both the doll and the avatar?
Also, I want the avatar to play the marionette all the time. I mean like (stance.Idle) thing. But this did not work. How to make the avatar manipulate the marionette all the time?
Thank you in advance. |
|
Back to top |
|
 |
twistednanny
Joined: 29 Sep 2007 Posts: 2723 Location: Thailand
|
Posted: Wed Jul 07, 2010 7:33 pm Post subject: |
|
|
OK, if you already have a whole new set of skeleton made and already deriving from the avatar level, to get the avatar animating the Marionette all the time means that you'll have to replace all the standing and sitting stances that are already in there.
I've made an avatar with modified/added skeleton before, in your case you'd have the existing avatar skeleton, and the added skeleton for the Marionette mesh. Each of the structure would have its own primary node (Secndary Root ~ Pelvis Node), so if you want to be able to weight the mesh to both the avatar and the Marionette skeleton you will have to modify the whole skeleton structure by putting in another 'Secondary Root' which sits on top of both the avatar and marionette's PelvisNode, and below the Master Root. But when you do that keep a look out for the orientation of the bones. _________________
 |
|
Back to top |
|
 |
Pharmacist
Joined: 20 Oct 2007 Posts: 742 Location: USA
|
Posted: Thu Jul 08, 2010 8:15 am Post subject: |
|
|
Okay thank you so much. I will try to do this step and I will see the results. Just to clarify. I linked the bip01 to the female master root. So now it looks like that:
Female master root
* Marionette Bip01
* Female Pelvis node.
Should it be:
Female master root
* New root
** Marionette Bip01
** Female Pelvis node
If yes, Should I initialize the physique of the wood to the new root?
And to make it animated all the time. I should replace both sitting and standing .xafs of the avatar? Not only the standing ones? |
|
Back to top |
|
 |
twistednanny
Joined: 29 Sep 2007 Posts: 2723 Location: Thailand
|
Posted: Thu Jul 08, 2010 10:08 am Post subject: |
|
|
PM please  _________________
 |
|
Back to top |
|
 |
Pharmacist
Joined: 20 Oct 2007 Posts: 742 Location: USA
|
Posted: Thu Jul 08, 2010 10:40 am Post subject: |
|
|
Alright  |
|
Back to top |
|
 |
|