Max+CS Biped Looping Interpolation
Yeah, I'm really reaching on this one. But the question is really simple. I'm using max with character studio, and animating a biped character. I want to create a looped animation that interpolates the frames correctly for a loop. For example, if an animation ranges from 0 to 30, frames 2 and 3 are influenced by frame 5 because of the non-linear interpolation. I want to cause frames 28 and 29 to be influenced by frame 0. Makes sense, right? I can't find a reasonable solution to this. You can create "out of range" keys, or use the motion mixer to pile the animation 3 times in a row and clip the animation playing range to the middle of it, but both of these routines are extremely time consuming. To pile the animation 3 times, you have to save a bip file and import into the mixer 3 times, mixdown, then copy to biped. Now what happens when you want to make a small change? All over again. It's a really simple idea that seems like it would be used quite a lot by game developers. I would think there would be a simple solution. Anyone have a clue? Thanks much for any help.
That is what I do. But the last frames of the animation do not smoothly interpolate to the first frames. Even if frames 0 and 30 match, frames 28 and 29 are not effected by frames 1 and 2, etc. But elsewhere in the animation, this is not the same behavior. Frames 15 and 16 are effected by frames 18 and 19. See what I mean?
Imagine these frames:
Now if you were to copy and paste the interpolated line onto the end again and again from the way Max interpolates, it would not be a smooth wavy line. It would be smooth from 0 -> 1 -> 2 -> 3, but would have a flaw going from 3 -> 4=0. You will notice a big jerk in the motions.
Imagine these frames:
. .. . .
Now if you were to copy and paste the interpolated line onto the end again and again from the way Max interpolates, it would not be a smooth wavy line. It would be smooth from 0 -> 1 -> 2 -> 3, but would have a flaw going from 3 -> 4=0. You will notice a big jerk in the motions.
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