aniMate2

Hi all, I have read through the posts I could find in the hope of finding solution but with no success.

 

Simply, I need to know why when I create aniMate2 blocks they work fine in the original scene and on their own but if I load two on a character in a new scene where the hip is rotated it seems to rotate the character in the second block (adding the exisitng hip rotation to the character rotation (top level node)) as well as duplicating/doubling the hip transforms. So for example; 

- When creating the blocks the character's hip is roated to -180.00 in the first block, in the second block the hip is still roated at -180.00 and other transforms and morphs are used.

- Blocks are saved and a new scene is created and both blocks are loaded on to character, by the end of the second block the hip is now 180.00 and the top level node has a roation of -180.

Trying to adjust the character fails as the object's center axis seems to have moved to a different place and the character now rotates around that point not the normal hip axis.

 

Now I 'think' this is by design, so you can add any second block to follow on from the end position of the first (like the walks), so I baked the second block then zeroed the hip rotations from all the keys using keyMate but this didn't work as the saved aniMate2 blocks have changed the hip axis so Y roation no longer turns the character around on the Y axis, it spins in between the Z and X axis.

 

So the question is how do I make a block to follow on from a previous one keeping the pose and morphs when it seems to save the pose and morphs from the first block in the second.

 

I can also produce this by spliting the first block in half, the second half does the same as above.

 

Any help appreciated.

Comments

  • JexxJexx Posts: 3

    Working from the zero roation and hip transfrom (Z axis) theory for the start of block 2, I can get the character to almost be in the rigth position but I can not make changes in the second block to the hip position as they won't stick. For example; at the end of block 1 the hip is at 82.49401 on the Z axis, so block 2 with a 0 Z axis should be fine but isn't because aniMate2 sets the character position as 82.49401 not the hip, on my pose that means the hip is approx. 18.6 out on the Z axis in block 2, so I adjust the hip by 18.6 and aniMate2 the adjusts the character position again this time to 101.0903 meaning the hip is still in the wrong place!

     

  • JexxJexx Posts: 3

    Nevermind, I found the solution on the aniMate2 fourm, it was simpler just to turn off reorient for my purpose.

  • argus1000argus1000 Posts: 701
    Jexx said:

    Nevermind, I found the solution on the aniMate2 fourm, it was simpler just to turn off reorient for my purpose.

    This problem had been plaguing me for a long time. Thanks for finding the solution.

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