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3 Dimensional Chat / How can I animate limbs of a non bone-based model?

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Elthan
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Posted: 15th Sep 2004 21:37
Is there any tutorial about this? I´m looking for something similar to the models from games like neverwinter, darkstone, ...

Thanks.
Van B
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Posted: 15th Sep 2004 22:04
You can animate any mesh with bones, a non-boned animation is hierarchy animation, meaning each mesh in your object is a seperate limb. These limbs need to be linked together, like hands to arms to bodies, like that - then when the model is setup, you animate by rotating the limbs in the same way as you would for bones.

What animation software do you use?


Van-B


Muhahahahaha.
Elthan
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Posted: 15th Sep 2004 22:26
Ups!!! Excuse me.

I use Gmax. I´ve linked the objects in a hierarchy and I´ve transformed the pivot to rotate and move limbs on the joints of model. But when I rotate limbs, they have the pivot on the center of each limb.

Do you any software more appropriate for this?

Thank u for your interest.
Van B
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Posted: 15th Sep 2004 22:49
Gmax should be ok, as long as you can get it exported to .3DS or .X. 3DS Max is actually the best program for this style of animation, but I expect CharacterFX can export hierarchy animated objects too.

You need to centre the pivot point on each limb, I think it's the 3rd tool window thing, look for a screen high list of wide buttons, and especially for 'Affect Pivot Only' or something like that - then with that selected, you can move the pivot point of each limb - centering them all on their objects first is a good idea.


Van-B


Muhahahahaha.
Elthan
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Posted: 15th Sep 2004 23:34
I know how I can center pivot on object, but if an arm has pivot on center, it doesnt rotate on shoulder.

I think that CharacterFX can only affect to a single mesh.
Van B
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Posted: 15th Sep 2004 23:54
That's the thing, if it's pivoted on it's centre, you should shift the pivot to the shoulder, or wherever you want it to pivot on. Setting the pivots to their centres is only the first step, you'll still have to move the pivots to suit your model.


Van-B


Muhahahahaha.
Elthan
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Location: Spain
Posted: 16th Sep 2004 01:37 Edited at: 16th Sep 2004 01:41
I´ve just to find this:

http://www.eclipsedevelopment.co.uk/EvolutionA.asp

Perhaps, this is I was looking for.

Thank u for your time.

When do you release Vanmesh?
Van B
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Posted: 16th Sep 2004 03:46
I'm working on a compo entry right now, so I won't even get back to vanmesh until November, we're probably talking next summer before it'll be ready for beta - damn compos . I've worked too hard on it to even consider shelving it, vanmesh will have it's day if it kills me.


Van-B


Muhahahahaha.
Lord Aramus
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Posted: 18th Sep 2004 10:24
if you aren't going to use bones..it helps to assemble your model out of as many "joints" as possible. make sure to make a pivot point at the center of the abs and make the shoulders movable objects if you want there to be even semi-realistic motion.. otherwise it'll look horribly robotic.

Ack Thpppppt!

High quality models and graphics, low prices. Graphics for the rest of us.

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