Adding Animation Layers blocks access to edit LookAt targets

Adding Animation Layers blocks access to edit LookAt targets

Anonymous
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Message 1 of 7

Adding Animation Layers blocks access to edit LookAt targets

Anonymous
Not applicable

I have a Biped that I want to add animation layers where certain bones will act different under different cloths.  For this  I'm using a weighting of rotation and LookAt constraints per layer.

Without layers, I have access to the Edit of LookAt Target objects:

lookAt.png

But once I add and set up some Animation Layers, my access to edit the LookAt Targets (for a given layer) is no longer available.   Why is that -- or more important -- how can I point to different LookAt Targets per Animation Layer?

[this form is failing to upload my second image so I'll post a reply with what is seen in the Animation Layers Controller layout]

I will also try to attach a zip of the file with and without Animation Layers.

 

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Accepted solutions (1)
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Message 2 of 7

Anonymous
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This is the animation controller view with Animation Layers Added, where there is not LookAt Target Editor to work with:

[image upload failing, trying a URL to image]

http://optionpeer.com/jimtpersonal/anLay.png 

 

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Message 3 of 7

Anonymous
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This is the animation controller view with Animation Layers Added, where there is not LookAt Target Editor to work with:

anLay.png

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Message 4 of 7

domo.spaji
Advisor
Advisor

You can see (only) controllers in "Active" layer.

That's the same for Animation layers or List Controllers.

Setting some layer/controller active can be done in Motion Tab  or by selecting layer on Animation Layers Toolbar (should be preferred way if you chose to work with those).

 

You said you want to add animation layers to some Biped bones - so why not using layer system from Biped?

Also, can't see Biped controllers in your pictures?

Main difference from systems like Biped and CAT vs "No system" aka "Custom Rig" isn't in bones geometry/look or bones controllers - it is in animation system - built in layer systems, UI and tools...

 

Here's some notes about controllers/layers:

-List Controller - "basic" layering controller, set on "per controller" base

-Animation Layers - set on "per object/s" base, chose controllers to be included - weight controller globally, all controllers in layer

 

-Animation Layers/systems (like Cat Layers) - set on "per rig" base - separate global and local (weight) tracks

 

Although all layering and weights work on same way it is UI tools, ways to handle it - what makes difference.

 

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Message 5 of 7

ads_royje
Alumni
Alumni
Accepted solution

Hi @Anonymous ,

 

as @domo.spaji said, controllers are visible with the active layer, and also with the active List and active PRS.

In the 2nd screenshot, representing the Layers, we can see the Key Info (Advanced) showing the Position key info.

It is most likely showing the Position Controller not the Rotation Controller.

in Max: https://autode.sk/3kYECJO

 

Let me know if this helps or not.

 

Regards,

 

Message 6 of 7

Anonymous
Not applicable

Eurika, I figured out that I needed to also select Rotation in the PRS-parameters rollout so again see the LookAt Constraint panel again.

solution.png

 

Also, my mistake in creating confusion...  If you look at my included zip file "lookAtLayers.max" in the original post,  I am using a combination of Biped and auxiliary bones (placed around the nose), that I moved into the Biped hierarchy (Biped Head is the parent)

 

I have used motion mixer to animate my biped.   So even if we were still to focus on Biped and AL: could I combine Motion Mixer with Biped Layers?  I would use animation layers because I would have other non-biped objects included in layered animation,  it would seem cumbersome to have to set all this up in "Managed Scene States", although perhaps not too difficult.

 

Message 7 of 7

Anonymous
Not applicable

Thanks you were correct: "It is most likely showing the Position Controller not the Rotation Controller."

solution.png