I have a biped figure that I'd like to start in a T position (to more easily clothe; standing up straight with arms outstretched) that I would then like to move toward a sitting position with clothing on. I have two .xad files of a single frame each -- one for the T position, and one for the sitting position. I import them both, T position at frame 0, and sitting position at, say, frame 300.
The problem I'm having is that while the figure looks fine at frame 0 and again at frame 300, in between those frames she make some inhuman contortions worthy of a horror movie -- legs spinning around backward, or up and around over her back and through her midsection.
How can I make the transition between the keys more natural so that when I clothe her and run the cloth simulation, the simulation doesn't crash because her limbs are moving in inhuman ways?
I've attached a screen shot of the issue I'm having. This is actually not the worst contortions I've experienced. But, between the first frame and the last, the figures legs spread unnaturally wide and back. I would love for her to keep her knees somewhat together and raise them toward her chest for her sitting position. You know, like a person would.
I've played around with the curve editor, but it seems impossible to analyze the curves for the dozens of components and to piece together a realistic transition. I figure there has to be an easier way.
Any ideas? Am I even going about this correctly by assuming I need to clothe figures in a T position and then animate them into place with the cloth simulation on? Thank you!
Here's a link to a dropbox folder with a MAX file in it: https://www.dropbox.com/sh/opr2ukyxv58cjto/AACioFLa9-g4sgb6AQB0qAApa?dl=0
Solved! Go to Solution.
I have a biped figure that I'd like to start in a T position (to more easily clothe; standing up straight with arms outstretched) that I would then like to move toward a sitting position with clothing on. I have two .xad files of a single frame each -- one for the T position, and one for the sitting position. I import them both, T position at frame 0, and sitting position at, say, frame 300.
The problem I'm having is that while the figure looks fine at frame 0 and again at frame 300, in between those frames she make some inhuman contortions worthy of a horror movie -- legs spinning around backward, or up and around over her back and through her midsection.
How can I make the transition between the keys more natural so that when I clothe her and run the cloth simulation, the simulation doesn't crash because her limbs are moving in inhuman ways?
I've attached a screen shot of the issue I'm having. This is actually not the worst contortions I've experienced. But, between the first frame and the last, the figures legs spread unnaturally wide and back. I would love for her to keep her knees somewhat together and raise them toward her chest for her sitting position. You know, like a person would.
I've played around with the curve editor, but it seems impossible to analyze the curves for the dozens of components and to piece together a realistic transition. I figure there has to be an easier way.
Any ideas? Am I even going about this correctly by assuming I need to clothe figures in a T position and then animate them into place with the cloth simulation on? Thank you!
Here's a link to a dropbox folder with a MAX file in it: https://www.dropbox.com/sh/opr2ukyxv58cjto/AACioFLa9-g4sgb6AQB0qAApa?dl=0
Solved! Go to Solution.
Solved by ads_royje. Go to Solution.
Hi @tonyinseattle,
thanks for sharing your file, it helps a lot to see what is happening.
Sometimes, the Euler math for rotation may act strange.
But there is an easy way to "fix" that.
Switch Euler controller to TCB (Quaternion rotations) and back to Euler if you'd like to keep Euler.
The bones are :
mixamorig:RightUpLeg
mixamorig:LeftUpLeg
Select each one, 1 at a time, go in Motion Panel > Assign Controller
Assign Rotation to TCB Controller.
Then can assign Euler XYZ again after.
Then animation should now do as you expect.
Attached a video to show that in Max.
I hope this can help!
Hi @tonyinseattle,
thanks for sharing your file, it helps a lot to see what is happening.
Sometimes, the Euler math for rotation may act strange.
But there is an easy way to "fix" that.
Switch Euler controller to TCB (Quaternion rotations) and back to Euler if you'd like to keep Euler.
The bones are :
mixamorig:RightUpLeg
mixamorig:LeftUpLeg
Select each one, 1 at a time, go in Motion Panel > Assign Controller
Assign Rotation to TCB Controller.
Then can assign Euler XYZ again after.
Then animation should now do as you expect.
Attached a video to show that in Max.
I hope this can help!
@ads_royje, that's it! Thank you! I knew there had to be a simple solution. And I really appreciate the video you made. It helped me not only understand the solution, but a little more about why it works. Thanks a ton for your prompt reply!
@ads_royje, that's it! Thank you! I knew there had to be a simple solution. And I really appreciate the video you made. It helped me not only understand the solution, but a little more about why it works. Thanks a ton for your prompt reply!
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