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Messages - davidcass

Pages: [1]
Art & Art Pipeline / Re: muliple animations same timeline
« on: Oct 27, 13, 08:16:40 PM »
thanks for your  answers,we have got all animations working and exported using the  hero animation sequence tool in max as a batch of animations,all good,except , we did 5 separte biped animations setting the srb hierarchy inherit settings,
then used motion mixer in max to import all the biped animations to a single timeline for the export, but when we check the hierarchy inherit settings they are changed not imported with the bipeds srb,  the problem is in max before we export

note when we save the individual animations in max we can save the biped along with the Srb and helper objects. which we can import all together by checking the objects box (biped import max). but when we use motion mixer to import all the animations the option to import  objects (srb) is greyed out therefore the settings on the srb are lost (inherit move/rotate etc)
i need to try another way to same timeline animations other than using Motion mixer in max

Art & Art Pipeline / muliple animations same timeline
« on: Oct 27, 13, 05:52:33 AM »
Ive done several Biped animations, each setting up the hierarchy link parameters in max for the granny root bone.
IE : idle inherit none selected, walk inherit  Move  "y", Turn inherit "z" and saved as separate biped animations,but when i use motion mixer in 3ds max to combine them on the same timeline the link info is lost.How are other animators combining the animations.we want to use the animation export sequence tool hero animate tools.Motionmixer doesnt allow import of max objects,
thankyou for any help

Animation / Re: Trying to Learn Animation Export/Import
« on: Mar 16, 13, 07:49:32 PM »
hello, what you requested is time consuming, but with animation i found it easy to download mocaps ( motion capture files ) once you have you character with its biped bone system the skinned it , you can animate it in max. simply import the mocaps to the biped. you can manipulate other sub animations into them.
thanks dave

Animation / problems using C.A.T skinning export
« on: Mar 16, 13, 07:40:38 PM »
hello, this is my first post, Ive a chicken character, made up a custom rig using cat, applied a skin modifier.
Using cat motion created a walk cycle which in max animates perfect with no skinning problems. but when exported
to the hero viewer animation has vertex deformation extremely bad, is it the compatibility with cat Motion. i know it works with cat but maybe cat motion had issues. has anybody had this problem. the model exports with granny node and animates, looks ok in viewer untill you load in the animations, ive only renamed the pelvis as Bip01 and cat helper to Bip01_Root. do other bones need to be renamed ?
thanks dave.

the hen was first export using cat motion, i just tried a wild boar animated walking and chewing in cat, and it works perfect, something wrong with the chicken mesh which was free on the net, maybe it was modeled in another platform.well its good cat works we can open the flood gates and import all our animated bigworld characters

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