Technodandy Posted September 17, 2007 Share Posted September 17, 2007 Hi All, I had this problem I ultimately got it to work but is was not as straightforward as I thought. May be some one can explain. Here is the Thread. http://www.hash.com/forums/index.php?showtopic=29513 I originally thought if I put actions in the chor in sequence and in proper hierarchy each actions transition would be just a matter Blend/Add or Replace but some of the actions had to be covered with chor actions which I posed the first and and last key frame with and some others in the middle to get the original shortcut to actions to work. Can someone tell me why this is so. Technodandy Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted September 18, 2007 Share Posted September 18, 2007 I didnt read the other thread, I will try later today, but there are certain controls that should be looked at. Like the Hold last frame button and how long your action is set to play for. Same is true if you are adding cho. actions. Once the cho action is over, the following frames have no data in them so jumping from one to the next is tricky. Can you sum up what you were trying to do is one sentence? help save me from reading:) Mike Fitz www.3dartz.com Quote Link to comment Share on other sites More sharing options...
Technodandy Posted September 18, 2007 Author Share Posted September 18, 2007 Can you sum up what you were trying to do is one sentence? help save me from reading:) I will try, I made actions in the action window save it them then put it in them in the chor in sequence with transitions between without corrupting what came before or after. Some of these short cut to actions as they are called in the chor. window, worked just fine that but some did not. Technodandy Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted September 18, 2007 Share Posted September 18, 2007 Okay, what was the characters behaviour you were trying to produce? Like mixing a walk cycle and a right hand waving action or whatever? Quote Link to comment Share on other sites More sharing options...
Technodandy Posted September 18, 2007 Author Share Posted September 18, 2007 Okay, what was the characters behaviour you were trying to produce? Like mixing a walk cycle and a right hand waving action or whatever? I first made three actions. I split the piece for Exercise 7 into three phrases. I imported Audio file made dope sheets and did adjustments I then added gestures with the audio and dope sheet in the action window. When I got them the way I liked it in the action window I dropped them in place in the chor on top of the Keekat character. The first two actions in the chor worked just like I predicted. I then droped from the A:M Library Resolute walk before the last action "Didn't think so". ( I did not need a path I just wanted it to wallk in place.) I first checked it in the action window to see if it worked with KeeKat. It did. However when I dropped it on top of Keekat in the Chor. Keekat spread its arm out and would not swing but the legs walked like they should. The last short cut action and Resolute walk before it became corrupted. The thing that made it go away was to put a chor action over the Resolute Walk with its first and last frame posed to where I wanted the arms to be. It worked but I did not want all those extra chor actions making things more complicated. Is that the nature of the Beast? Technodandy Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted September 19, 2007 Share Posted September 19, 2007 well it sounds to me that the resolute walk cycle is causing a problem. It couldbe any number of issues, but I would check the naming conventions make sure the right hand is labeled the same for both the model and the data in the action file. You might have data in the action files you created, which is keeping the hands spread outward. Quote Link to comment Share on other sites More sharing options...
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