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Re: [Virtools] character jumping, footref, and 'keep character on floor' woes



> Ideally, you would perform all of your animation work in your modelling
tool
> and just use Dev to play / "merge and play" your animation sequences.

This is off course the way it's done in most games however  with virtools
the road is wide open for a more natural control scheme.
you could and can have a system where the movement of your character is
controlled through a dummy or frame, using a nice acceleration sytem, then
have 2 animations one running and one wlaking, both in sync. with in sync i
mean they should have their keyframes at the same spots. this in order to
create a blended animation at runtime. the speed or acceleration value from
the movement script could then be used to control the percentage of the
blended animation..  you could then even have the frame rate of the
animation be dependend on this accel/speed value..

thus no more warping between running/walking, or even walking backwards..
and it even works,, see http://www.littlechicken.nl/demo/senne/ although
rayB pointed out its not perfect yet, but the principles are there..

so there's a good alternative to animating movement  in max,, i can at least
recommend it.

regards ,
 tomas sala





----- Original Message -----
From: "David Callele" <callele@cs.usask.ca>
To: "h.d. case" <casemon@hotmail.com>; "Virtools-User-Group (E-mail)"
<virtools-user-group@lists.theswapmeet.com>
Sent: Tuesday, January 15, 2002 4:34 PM
Subject: Re: [Virtools] character jumping, footref, and 'keep character on
floor' woes


> After just experiencing this same issue with my students, perhaps I can
shed
> some light...
>
> Your floor reference should be called "FloorRef" (with *exactly* that
> capitalization) for Dev to automatically use it. If you use a FloorRef
> object/frame then you should not have any objects with "foot" in their
name
> or Dev has the potential to become confused over which one you want to
use.
> What you are probably seeing is Dev use another object for the floor
> reference.
>
> To Use "Keep On Floor" BBs, all of your animations must be relative to the
> FloorRef. So, if your character has to jump, then the character hierarchy
> moves relative to the FloorRef for Dev will keep the FloorRef in constant
> contact with the floor element. If your character moves in the XZ plane
> while jumping, make certain that your FloorRef and root node for your
> character end up at the final XZ coordinates, at the end of the animation,
> or you will see your character jump then snap to some other position.
>
> You can explicitly set the floor reference object in Dev with "Set Floor
> Reference Object" in Characters/Basic.
>
> Ideally, you would perform all of your animation work in your modelling
tool
> and just use Dev to play / "merge and play" your animation sequences.
>
> Hope this helps,
>
> David Callele
>
> ----- Original Message -----
> From: "h.d. case" <casemon@hotmail.com>
> To: "Virtools-User-Group (E-mail)"
> <virtools-user-group@lists.theswapmeet.com>
> Sent: Monday, January 14, 2002 5:35 AM
> Subject: [Virtools] character jumping, footref, and 'keep character on
> floor' woes
>
>
> > hi gang,
> >
> > i'm experiencing some difficulty with a jumping character animation
> created
> > in Character Studio 3.0.1 & Max 4.0. the specifics involve the 'footref'
> > reference object that is imported. the original animation in max has a
> > character jumping to proper height with the 'footref' object (called
> 'Bip01
> > Footsteps' in max) changing it's height along with the feet. when i
export
> > the animation into Dev, the 'keep character of floor' BBs utilize the
> > imported Bip01 Footsteps (now called 'footref') for the base extents
which
> > results in the character not really jumping at all, more of a sliding
> across
> > the floor, sometimes dipping below the floor as the original 'Bip01
> > Footsteps' object changes height with the feet as if on a spline,
> sometimes
> > moving above the feet body parts and sometimes below.
> >
> > having looked at the sample exported Eva character's jump animation, her
> > 'footref' remains on a single XY plane throughout her jump sequences, so
i
> > imagine there is at least a way to lock this footsteps reference object.
> my
> > question then is, do i do this in max or Virtools, and if either, how?
> i've
> > looked all over for a solution, even seeking outside counsel, to no
avail.
> >
> > please advise if you can shed any light on this dilemma.
> >
> > long live Virtools!!
> >
> > hdc
> > ...............................................................
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> >
>
> ...............................................................
> Distributed via the virtools-user-group list:
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> ...............................................................


...............................................................
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