Help holding an item and animating

Soli
by Soli · 7 posts
5 years ago in Graphics Design
Posted 5 years ago · Author
Hi guys :excitedwave:
I made a bottle mesh and I want the avi to hold it. I am also trying to add a trigger that shakes the bottle. I exported the .xaf files but the avi just looks like it's having a seizure. Can someone please walk me through this? Thanks

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create1.png
Posted 5 years ago
Several part answers to your questions:

Many ways to skin a cat. This is my method as i do not know exactly what is going on with what was created from the pictures provided, so adjust to your needs. This is a quick skim assuming basics are known.

*Consider using skin modifier for weighting objects. Physique is seldomly used nowadays. Skin object to ltHand. Export XMF.

Hold in max using Lollipop as example in rtHand

1-Delete all preset animation in max.

2-Beginning with frame zero auto key on, rotate selected bones where you want to form a grip around object. Press set key when satisfied.
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3-Select Female03MasterRoot export XAF using Female04_Anime01_SkeletonMASTER.xsf for bone structure. It has been said can choose specifically which bones to export by unticking, but i crash when doing this so i go ahead download entire structure.
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Only 2 Frames are necessary to be downloaded.
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4-Edit Manually XAF. Remove from XAF all unnecessary tracks from bones that were not used. Otherwise avatar will be in T-pose. From XSF find corresponding number to bones manipulated. In my example bones 60-85 for Right Hand.
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Holding Item Accessory
There is no trigger stance.Idle for accessories derived from clothing incl empty clothing and in this case as well since uses more than one bone, nor can a "hold" be used on a true accessory. "h4c|<" around for an instant hold would be to use blink as trigger and as avi cycles and begins thru default movements, the hold instantly then takes place. If you want user to have full control using trigger then replace blink with hold. I prefer the automatic hold once product loads.
Another option is to derive from a glove, i guess, where the XMF overrides hand positioning.
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Addressing Shake animation...coming.
Posted 5 years ago · Author
Thank you so much
@Xhynrae
I'll try this once i get home. Unfortunately I'm at work, adulting today :kat_emoji3:
Posted 5 years ago
Looping Animation

1-To make smooth transition of looping animation. Highlight beginning key frame, shift and drag to copy, drag copied frame to the end frame +1.

In this example, key frame 0 is lollipop down. Frame 5 is up. Determined 10 frames is all i needed keeping in mind 30frames/sec so have copied first frame animation and dragged to frame 11. Creating the smooth cycle.
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2-Extra step if needed. Sometimes when examining the movement may notice that in the space between the set frames that movement is not constant and smooth, it may start slow then gain speed then slow stop. If that is effect you want then leave. Otherwise if want different, check the curve editor to change.

3-Export XAF End frame 10

4-Edit XAF removing tracks for bones not animated

5-Upload to client
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Posted 5 years ago · Author
Xhynrae wrote:
Several part answers to your questions:Many ways to skin a cat. This is my method as i do not know exactly what is going on with what was created from the pictures provided, so adjust to your needs. This is a quick skim assuming basics are known.*Consider using skin modifier for weighting objects. Physique is seldomly used nowadays. Skin object to ltHand. Export XMF.Hold in max using Lollipop as example in rtHand1-Delete all preset animation in max.2-Beginning with frame zero auto key on, rotate selected bones where you want to form a grip around object. Press set key when satisfied.
3-Select Female03MasterRoot export XAF using Female04_Anime01_SkeletonMASTER.xsf for bone structure. It has been said can choose specifically which bones to export by unticking, but i crash when doing this so i go ahead download entire structure.
Only 2 Frames are necessary to be downloaded.
4-Edit Manually XAF. Remove from XAF all unnecessary tracks from bones that were not used. Otherwise avatar will be in T-pose. From XSF find corresponding number to bones manipulated. In my example bones 60-85 for Right Hand.
Holding Item Accessory
There is no trigger stance.Idle for accessories derived from clothing incl empty clothing and in this case as well since uses more than one bone, nor can a "hold" be used on a true accessory. "h4c|Addressing Shake animation...coming.


I am sucking at this animation thing :kat_emoji1: and not in a delicious fun way...
I followed the first steps and my mesh isnt showing up. Am I using the default female skeleton in create mode or am I exporting a new skeleton? I've animated body parts before, and I got the bottle to animate on its own, but it's getting the two together that I can't figure out
Posted 5 years ago · Author
Xhynrae wrote:
4-Edit Manually XAF. Remove from XAF all unnecessary tracks from bones that were not used. Otherwise avatar will be in T-pose. From XSF find corresponding number to bones manipulated. In my example bones 60-85 for Right Hand.

:kat_emoji1: Fixed one issue. I saved file with the wrong Id lol should have been body part 26, holding, and not 25 with no holding. So, got the bottle back in the hand. Now, I'm in T pose and bottle is not shaking. Can you clarify what u did on step 4?

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