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Re: [Nel] animation problem


From: Cyril 'Hulud' Corvazier
Subject: Re: [Nel] animation problem
Date: Tue, 2 Mar 2004 17:37:26 +0100

Hi Andy,
can you explain a little about GNU is done and tell me if i am doing the right way
by building the skeleton and the way i did.
Ok, i thought the GNU was not skinned, but it is. It uses the physique modifier and a skeleton.
 
So, setup your character like the GNU :
    - Be sure your model matches the biped skeleton in "figure mode".
    - Add the physique modifier.
    - Make the skinning.
    - Export your skeleton and your model in "figure mode".
    - Then, copy your max project, and make a first animation in your new max file with your character feet snapped at z=0.
    - Export your animation
if the animation does set position and rotation deltas this would require any
of our shapes that have a skeleton to have some default animation to set
its position and rotation when it is created?
 
Yes, even if your character don't move, it should play an animation. An "idle" animation.
am i on the wrong track?
 
also can you clarify the intended use of skeleton weights in nel as im a bit
foggy on what they would be required for.
The skeleton weights are required to play an animation on a part of the body (play "run" with the legs), and play another animation
on a different part of the body (play "shoot" with the upper body). The skeleton weights template is a file that define
a body part. It specify a weight for each bone. Use this file with your NL3D::UPlayList object.
 
 
Hld.
 

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