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#1
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looping CAF animations
I am working with the stock avatar .MAX file and animating the bones in character studio. Is there anyway I can make a loop more precise? When I load the converted CAF files in vizard the looping animations often have little jerks in them because some of the rotations and positions of joints are a little off as I am currently doing it by eye.
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#2
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Hi,
You need to make sure your beginning and ending frame are identical. I don't have much experience with Character Studio, but I found the following description on this site: http://www.blitzgames.com/gameon/advice_walkcycle.htm Quote:
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#3
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error message (from CAF Animations)
Hello I tried what you recommended but I get this error
Skel_center: this operation is not possible because it results in illegal timing some restrictions are: keys on the same track overlap or pass one another no keys before the first or after the last footstep no keys in negative frames |
#4
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I've been looking into the error message and it seems to happen only when I have "footsteps" applied to a biped. The other issues of overlapping keys dosen't seem to be happening in 3ds max 6 or 7. Check to see if your animation is using "footsteps" and look in the "character studio user reference" menu about editing or extending "footsteps". "Footsteps" in 3ds Max are a kind of overiding animation in that if they are used in an animation they affect all keyframes added later. For more specific information on bipeds and footsteps check out:
http://support.discreet.com/webboard/wbpx.dll/~3dsmax I hope this helps. A |
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