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3 Dimensional Chat / Joints on my model

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cloneboy
19
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Joined: 28th Aug 2005
Location: Ontario, Canada
Posted: 16th May 2006 22:17
With my model, The joints, like the elbow and shoulders, look extremely stupid when I get them moving because the joints pop out, leaving a space where they should be. How can I get rid of these spaces and make it look realistic in it's movements?
dark coder
22
Years of Service
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Joined: 6th Oct 2002
Location: Japan
Posted: 17th May 2006 05:12
position the bones axis at the joint?

Hallowed are the ori.
RadiusOFT
19
Years of Service
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Joined: 14th Jul 2005
Location: Aloha, OR(egon)
Posted: 17th May 2006 07:50
if youre talking about milkshape are you in animation mode?

Do or do not... there is no try -yoda
cats fit best in a george forman - not yoda
cloneboy
19
Years of Service
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Joined: 28th Aug 2005
Location: Ontario, Canada
Posted: 1st Jun 2006 19:16
Sorry, haven't been on in a while, so I just saw this now. Anyway, this is Anim8or, and each body part is an individual limb. When the arms move at all, the don't really stay connected at the joints, they just seperate. How can I fix this.
Pincho Paxton
21
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Joined: 8th Dec 2002
Location:
Posted: 2nd Jun 2006 12:36
Waste of time making individual limbs in Anim8or, you can't use the animations in DB anyway, so you may as well make skinned models, and render them to 2D. I haven't tried individual limbs, but the animations in Anim8or do not break apart when I have used it. The models will only break when made to do extreme movements. When making a skinned model you need extra faces by the joints.

Van B
Moderator
22
Years of Service
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 2nd Jun 2006 13:31
It's ironic how badly Anim8or actually supports animation .

Each limb in an object has a unique pivot point, this is the joint - and if all the limbs are in position and their pivot points are not set, say they're in the centre - then you'll get this problem.

It wouldn't take long to rig up your robot if you fancy sending it to me - 3DS Max is the best program for rigging hierarchy animation IMO, just let me know what animations you need, or alternatively you could code the animations yourself with the rigged model. Once you load the model into DBPro you can offset the limb angles to make it move as if it was animated, quite a useful trick to know.

Aegrescit medendo
cloneboy
19
Years of Service
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Joined: 28th Aug 2005
Location: Ontario, Canada
Posted: 2nd Jun 2006 15:47
Well, I'm not completely done with the model, I was making the upper body and decided to test if my problem would happen, which it did. So, I'm still working on it, and I'll give it to you when it's done.
Also, thanks a lot for the offer

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