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Keeping Character's Feet Grounded

Started by October 20, 2005 10:24 AM
4 comments, last by Klora Jardi 19 years, 3 months ago
Hi All, I have a sample character from NWM in 3D Studio Max that I am using to test my game. The animations are rooted from the hip as normal, but because of this when the character squats up and down the hip remains in the same spot in world space, but the legs move up and down thereby having the feet come off the ground. How do I keep the feet grounded during animations? Thanks!
have the programmer move the root in accordance to each frame of animation.
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Quote:
Original post by eedok
have the programmer move the root in accordance to each frame of animation.


Wow, are you serious? Where is he going to get this data from? Seems to make more sense this would be done in max.
Why would this be done in Max? The only way for this to be done in Max is for an IK system to be setup in Max and for the game engine to take advantage of this. If not (like in this case), then you're going to have to do as was previously mentioned.
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Quote:
Original post by zer0wolf
Why would this be done in Max? The only way for this to be done in Max is for an IK system to be setup in Max and for the game engine to take advantage of this. If not (like in this case), then you're going to have to do as was previously mentioned.


I was thinking more of just making sure the characters feet stay planted on the ground at the right times by translating the root bone in the 'up' direction.
The way I do it is translate root in each keyframe (or where-ever it needs it, I suppose) so the feet (or whatever is touching the ground) stays in contact with the axis. Maybe that's just me, I haven't modeled for more than a few months, but it works great!
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