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[3dmax] chracteranimationloops how to copy a pose

Submitted by scarab ehv on
Forum

Hi guys,
I'm working on a smal shockwave 3D game.
I made a model in 3ds max, and I am trying to make some nice animation loops like a walkcycle, jump, idle etc.
Now i have my char standing still, and a running loop.

my question:
can I somehow copy the last pose of file 1, and the first pose of file2 into a new animation so that i can easely make a "bridge"?

I must admit that I am a bit of a newbie[:D]

Submitted by Kalescent on Fri, 04/06/04 - 9:07 PMPermalink

Which Version of Max & Character Studio are you using ?

Submitted by urgrund on Fri, 04/06/04 - 9:25 PMPermalink

i don't know about copying poses across files...
Maybe export the .bip

other than that... it's good to have a 'base' or 'idle' file of your character so that you simply load that up and start a new anim from it.

I've done a lot of .bonesplayer() work in Director3D and the anim blending is quiet good. So don't worry about the last frame of a run anim being completely different to the first frame of the jump anim... You can queue anims and they will blend nicely.

Submitted by Doord on Fri, 04/06/04 - 10:01 PMPermalink

You can do it with character Studio 4, by using the save option in the copy paste menu in the animation tab, it is the little disk looking icon in the copy paste menu.

OR

Merge the max file with the animation with the pose you wish to copy into the file you wish to copy the pose too and copy from one biped to the other.

OR

Use the mixer or motion flow to add the animation to the end of the animation you wish to add the pose to and then right chick "Hold" "Drag copy" the pose to the frame you wish to copy the pose to or use the copy paste menu.

OR

Save the .bip file from the animation you wish to copy the pose from then open the other animation save the .bip from it then load the .bip from the other animation copy the pose then open the .bip you wish to add the pose to and paste the pose.

There are about 15 other ways I can think of doing this, I would do the first one if you have character Studio 4 or the last one it is the easy I think for someone new to Character Studio (and doesn't have CS 4) and would work for all version.

I'm not sure what urgrund is talking about, but it is very important for the last frame to be the same as the first in a looping animation, But when you export the animation only export from the first frame to the 2nd last, so you don't have the game animation system play the same frame two times, because in a loop it will play the last frame exported flowed by the first and if they are both the same (as they would be if you export the last frame) you get a little pause in your animation.

Submitted by scarab ehv on Sat, 05/06/04 - 4:43 AMPermalink

Thanx for the tips!!
They helped me a lot!

(max 5 and charst 3)

quote:
"I've done a lot of .bonesplayer() work in Director3D and the anim blending is quiet good. So don't worry about the last frame of a run anim being completely different to the first frame of the jump anim... You can queue anims and they will blend nicely."
This comforts me! ;)

Forum

Hi guys,
I'm working on a smal shockwave 3D game.
I made a model in 3ds max, and I am trying to make some nice animation loops like a walkcycle, jump, idle etc.
Now i have my char standing still, and a running loop.

my question:
can I somehow copy the last pose of file 1, and the first pose of file2 into a new animation so that i can easely make a "bridge"?

I must admit that I am a bit of a newbie[:D]


Submitted by Kalescent on Fri, 04/06/04 - 9:07 PMPermalink

Which Version of Max & Character Studio are you using ?

Submitted by urgrund on Fri, 04/06/04 - 9:25 PMPermalink

i don't know about copying poses across files...
Maybe export the .bip

other than that... it's good to have a 'base' or 'idle' file of your character so that you simply load that up and start a new anim from it.

I've done a lot of .bonesplayer() work in Director3D and the anim blending is quiet good. So don't worry about the last frame of a run anim being completely different to the first frame of the jump anim... You can queue anims and they will blend nicely.

Submitted by Doord on Fri, 04/06/04 - 10:01 PMPermalink

You can do it with character Studio 4, by using the save option in the copy paste menu in the animation tab, it is the little disk looking icon in the copy paste menu.

OR

Merge the max file with the animation with the pose you wish to copy into the file you wish to copy the pose too and copy from one biped to the other.

OR

Use the mixer or motion flow to add the animation to the end of the animation you wish to add the pose to and then right chick "Hold" "Drag copy" the pose to the frame you wish to copy the pose to or use the copy paste menu.

OR

Save the .bip file from the animation you wish to copy the pose from then open the other animation save the .bip from it then load the .bip from the other animation copy the pose then open the .bip you wish to add the pose to and paste the pose.

There are about 15 other ways I can think of doing this, I would do the first one if you have character Studio 4 or the last one it is the easy I think for someone new to Character Studio (and doesn't have CS 4) and would work for all version.

I'm not sure what urgrund is talking about, but it is very important for the last frame to be the same as the first in a looping animation, But when you export the animation only export from the first frame to the 2nd last, so you don't have the game animation system play the same frame two times, because in a loop it will play the last frame exported flowed by the first and if they are both the same (as they would be if you export the last frame) you get a little pause in your animation.

Submitted by scarab ehv on Sat, 05/06/04 - 4:43 AMPermalink

Thanx for the tips!!
They helped me a lot!

(max 5 and charst 3)

quote:
"I've done a lot of .bonesplayer() work in Director3D and the anim blending is quiet good. So don't worry about the last frame of a run anim being completely different to the first frame of the jump anim... You can queue anims and they will blend nicely."
This comforts me! ;)