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Animation overide on new skeletons? [message #34157] |
Sat, 26 July 2003 14:16 |
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Dante
Messages: 1039 Registered: February 2003
Karma: 0
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General (1 Star) |
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here was your problem...
all models & animations have to start in the pose position
*standing up legs together arms out.
this is probably what happened, the engine loaded your "dog" and bent him backwards for the rest of the animation thinking that the 0 frame was supposed to be the pose.
sometimes if you goto 3rd person on a laggy game, you will notice that at a PT the character will pop up in the pose position, then switch.
try that out, im sure it will fix it.
RenEvo
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Animation overide on new skeletons? [message #34158] |
Sat, 26 July 2003 14:18 |
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Dante
Messages: 1039 Registered: February 2003
Karma: 0
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General (1 Star) |
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another thing, you have to use boxes for bones, not the IK chain, as Ren doesn't support that, it is more of a guideline for you to use, then delete it, and replace with the proper type of boning..
in other words, if you bone this guy with the IK chain, export the IK chain as a bone, that is only one bone
RenEvo
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Animation overide on new skeletons? [message #34184] |
Sat, 26 July 2003 16:06 |
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Dante
Messages: 1039 Registered: February 2003
Karma: 0
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General (1 Star) |
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best thing to do always when finished modeling your character/dog/whatever is to then merge in the bones, worldbox, etc... from the how-to character, then just link to those bones.
then export that way, this way you know all your settings are correct and in the right place.
RenEvo
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