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Old 10-01-2006, 04:46 AM   #1
Botch
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Animating & hierarchy problem

I'm making a vehicle, using 3ds max 5. I have done all the animations and it's time to do the hierarchy. At the point where I link these bones to skeleton_root, the animations get screwed up.

I know what causes this, it's because the bone's position changes in the animation. All the bones that only do rotating moves still work fine after the linking, but these (the most important ones) get all twisted and such.

Is there any way to avoid this? Or do I have to redesign the whole animation, using only rotating bones? :X
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Old 10-15-2006, 02:27 PM   #2
Wudan
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That's not normal behavior, JKA can rotate AND translate (aka move) bones. Something is going awry during the export/conversion.


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I made a silly little program called Dragon, which is an animation tool for the GLA format, used in Jedi Outcast, Jedi Academy and Krakatoa.
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Old 10-20-2006, 07:46 AM   #3
Botch
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Got the problem solved by NOT linking the bones at all (which was weird imo, thought it wouldn't go through the export).
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Old 10-21-2006, 01:06 AM   #4
Psyk0Sith
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Problem might be caused by max weird transform behavior, ive had problems when mirroring bones for the AT-TE.

I believe you can hierarchy the bones via the .car file. It should still work fine without any linking/hierarchy tho.

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