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#1
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Live Characters and false joint rotations
Hey there!
I'm still struggling with getting third party and custom made characters to work with the Live Characters Plugin. This time, it seems the joint orientation has an unwanted effect on the animation as you can see in the attachment. In the inspector the character stands in its T-pose and looks fine. But it can't exactly be the joint orientations, because the sample characters do have them, too. I tried with a character I made myself and with the character you see in the picture that I downloaded from the Autodesk Character Generator. I really need help with this, as I can't figure out what's wrong. |
#2
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Please contact support@worldviz.com and we'll follow up from there.
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#3
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For anyone who may encounter similar problems: 3DS Max has a Z-up axis coordinate system and many other content creation suites have a Y-up axis, such as Maya and MotionBuilder. So when importing files to 3DS Max, it applies a 90 degree rotation to the objects. That might mess with the Cal3D export and the Live Characters plugin, I guess.
My solution to solve the issue was to add a root bone to the skeleton. |
#4
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Hey! Unfortunately I still have problems with the Live Characters plugin and custom characters. Why is this happening and how can I fix this? The character looks okay in any other program, but using Cal3D and the Live Characters plugin for MotionBuilder it gets crippled inside Vizard.
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Tags |
bug, live characters, motionbuilder, orientation |
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