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Convert hierarchical animation to base animation in 3Ds Max

Started by September 04, 2003 02:25 PM
4 comments, last by Daniel Downes 21 years, 2 months ago
I have meshes linked to meshes to form an hierarchical object. I have applied animation to the hierarchical meshes; ie a human walking. I''d like to convert/render each mesh’s animation so that if I unlink a mesh, it follows the same path and rotation when it was linked. Eg: if I deleted all the meshes except the foot, the foot would still animate in the same way, local to world orientation, not the lower leg''s (thigh) orientation. Any ideas? Thanks.
What you need to do is multiply the child mesh''s matrix by it''s parents when you unlink it. I''ve never used 3ds max so I don''t know how you''d do it in that program.
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You are going to want to go into track view. Then under controller, use the Collpase Controller tool.

Do this for both postion and rotation tracks for the object.

This will make every frame a keyframe in its position. Keyframe every frame a little too much to work with? Then go Keys->Reduce keys to get the keyframes back down to something managable.

Hope that helps.

edit: actually, that doesnt quite work. I am forgetting one simple little step, but I dont remember what... Its close... atleast it should give you a push in the right direction. I'll keep trying to figure it out again.

[edited by - kryat on September 4, 2003 3:45:00 PM]
yeah, its still not quite right, although the initalal position of the sub-objects stay they don''t move in the same way.
There is another way, but depending on what how you are exporing and to what application you are exporing, it might not be what you are looking for.

Use a World-Space Point Cache modifier.

basically, Point Cache creates a file that records the location of all your verticies and thier locations, during your animation.

the one you want is the * Point Cache (with the asterik next to it) because it works in relation to world space and not local space (otherwise you'll get the same results as just unlinking). set up the start and end, and hit record. then you should be able to delete the other links.

i've usually used point cache with physique and flex on high poly models.

careful though, depending on the number of verticies and the length of the animation, the cache could get pretty big.

if point cache works for you google for the free plugin pointcache2, which has quite a few more features to it.

there is another way to do it, i just cant figure it out, and i've been way too busy to just go experimenting. sorry.

hope this helps a little.

edit: oh the reason this might not be what you are looking for in terms of exporting, is because Point Cache is vertex animation, and not PRS (position rotation scale) keyframes.

[edited by - kryat on September 9, 2003 6:33:48 PM]
Finally remembered exactly what I was trying to say before:

Say you want to detach the foot but still have it move like its connected, all while maintaining PRS keyframes.

First, clone the foot as a copy (or whatever 'limb' you want to use)

Now, unlink it from the old heirarchy.

Now you need to assign a Position Constraint to the new foot. Now use the old foot as a Postion Target for the Contraint. This will always keep the new foot in the exact same position as the old foot.

Then you need to do the same for the rotation. Assign an Orientation Constraint, and add the old foot as the Orientation Target.

Now both the old and new feet should be right on top of each other and rotating in unison.

Now go into track view and use the Collpase Contraint tool for both the postion and rotation controllers on the new foot. That should give you all the keyframes. Use the Reduce Keyframes to get the frames down to something more manageable.

Now you should be able to delete the old foot and have a new foot that moves like its still attached, but is animated with only keyframes and no links.

[edited by - kryat on September 10, 2003 2:49:31 AM]

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