Gizmo Not Moving when the Character Does
I have an animation where the character G2F walks a distance and stops. I noticed her universal gizmo stays where she started and wouldn't follow her till the end point. The Hip gizmo does move along alright. It becomes an issue when I import a bvh and it throws the figure way back and aside from the end point. Any ideas why the universal gizmo would behave like that? A little insight: the whole animation was transfformed from anibloks to make it more manageable. There were three aniblocks, rise from the chair, stand up and walk which I then combined and exported to Keymate.The bvh is supoosed to add to the existing keyframes which it does but I have to do a lot of adjustments due to the weird gizmo positioning. Teh bvh gizmo positioning is correct.
Comments
There are two translatable nodes on most figures - the figuer itself, and the hip (or whatever the base bone is called). It sounds as if the aniamtion is working on the hip, which is normal. The BVH should also work on the hip bone and down - so it's probably zeroing the translations applied by the animation. You coudl copy the movements of the hip bones to the figure node, which would leave them intact after the BVH was applied, or simply not map the hip in the BVH import dialogue so that its changes had no effect.
Thank you for a thought Richard. Let me try.
Ok. I deleted all values for Hip Z-axis and it gave me something workable. My questions still is why would the Universal gizmo not move with the figure and stay miles away from it creating a huge pivot point distance? I guess I can adjust it somehow, I don't rememeber how though. Is there a shortcut to make the gizmo stick back to the center or to the left hip?
The gizmio stays with the node it controls - if the figure is translated with the hip then there will be a separation, as here, between the bones and the figure node.