This could be because your source data is not a humanoid skeleton, or it does not follow standard naming conventions, or there might be rotation offsets in the source skeleton that cause the Auto Map function not to work. Sometimes you might not get the desired results when you begin the process of transferring animation data using Capture Animation. When you save a Capture Animation preset file (*.CAM), all the offsets and mapping are stored also. This edit is stored in the controller that has been assigned to that bone. This simplifies the process of editing your skeleton’s alignment, as you can edit each bone independently. Each bone does not inherit the offsets of its parent. You can simply select bones and transform them to edit the alignment. It also stores the offset, and can scale the transferred motion to fit smaller characters. This layer uses special controllers that hold 3ds Max animation constraints. Once you have begun the mapping process, you will notice that a new layer has been added to the bottom of your CATRigs layer list. Possible reasons to do so include that the CATBones use a different up axis as the source skeleton from which you are capturing animation, or because some software introduces offsets to bone rotations. In many cases you need to edit the alignment of the CATRig bones to correctly fit the source skeleton.
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