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3 Dimensional Chat / How do you animate an arm in Character FX?

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Game Freak10K
22
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Joined: 29th Apr 2004
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Posted: 19th Oct 2004 17:09
Im trying to animate an arm in Character FX, but when I do, there arent any controls to make the arm go up and down for a walking animation. Somebody please help

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walaber
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 19th Oct 2004 18:56
make sure you are in "animation" mode (combobox in the main toolbar), and then use the "rotate" tool to rotate the limbs around!!!

Go Go Gadget DBPRO!

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Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 19th Oct 2004 20:50 Edited at: 19th Oct 2004 20:52
Survival guide.



Now theres a little row of tools, and before that a dropdown that'll either be Object, or Animation - this is the mode, and you simply select which mode you want, the tool options should tell you what they are on a mouse over.

Start CFX and import your arm model, you may have to apply it's textures again, look for the material browser thing, easy peasy .

Duplicate the default view a couple of times, set one to perspective, one to side, and one to top views - ignoring culling as well.

Rotate the arm so it's orientated how you like.

In object mode, select the bone tool and draw the main bones in your arm over the mesh. Once you get to the hand, to add a new bone to an existing joint, just set it to select mode (mouse arrow) and select the parent joint, then draw your bone.

Line up your bones in all views - if you right click the move tool, you can set it not to move children bones - that will save some frustration. You can rotate your bones using the same method (and remember the children bone option), this will help when animating if you rotate the bones to suit the skeleton - it can be easy to loose track otherwise.

Now, select the bone vert assign tool, right click it to bring up it's menu. You have to assign the verts to each bone as necessary - this takes a bit of practice, so don't worry if it looks crap, rigging involves a lot of trial and error. Anyhoo, you select the bone and verts you want to assign, and press the assign button on the little (right click) menu. I usually assign bones all the way to the joint then make little weight adjustments, I think you'll be better off experimenting with this than me trying to explain it.

Once you have a rigged skeleton - you select animation mode, and are free to rotate and move bones and add animation frames, it's fairly easy to use, just takes a little practice. Export to .X for DBPro, remember to check the scaling options though.


Van-B


Muhahahahaha.

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