Botch Posted October 1, 2006 Share Posted October 1, 2006 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 Link to comment Share on other sites More sharing options...
Wudan Posted October 15, 2006 Share Posted October 15, 2006 That's not normal behavior, JKA can rotate AND translate (aka move) bones. Something is going awry during the export/conversion. Link to comment Share on other sites More sharing options...
Botch Posted October 20, 2006 Author Share Posted October 20, 2006 Got the problem solved by NOT linking the bones at all (which was weird imo, thought it wouldn't go through the export). Link to comment Share on other sites More sharing options...
Psyk0Sith Posted October 21, 2006 Share Posted October 21, 2006 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. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.