Chest stops rotating. - False Alarm -_-

 
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totalindividual

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PostPosted: Wed Feb 15, 2012 8:28 am    Post subject: Chest stops rotating. - False Alarm -_- Reply with quote

When I scroll SpineTwist up and down the shoulders rotate but none of the spine controllers do...

Her torso is staying in almost the same spot (it rotates slightly when I scroll max) while her arms rotate normally.

What's wrong? What did I inadvertently change. since that happens fairly often?

- TotalIndividual


Last edited by totalindividual on Tue Feb 21, 2012 10:40 pm; edited 3 times in total
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LovedWarrior

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PostPosted: Fri Feb 17, 2012 11:14 pm    Post subject: Reply with quote

If the torso cloth does not move when moving the animation timeline under the viewport, it is because physique modifier is messed up. If you click on torso clothing and look into the modifiers on the right, you will see physique there. The only reason for the torso clothing movement is physique. Physique makes the clothing stick to the bones. Each vertex stick to the bone near it and when the bones move, the clothing moves.

If you are asking why the bones of the spine arent moving, they are either unnecessary to move or the keys in the animation are deleted.
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totalindividual

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PostPosted: Sun Feb 19, 2012 9:00 am    Post subject: Reply with quote

Thanks for the reply, but I don't think that's the problem Sad

I know how physique works, and in the previous keyframes the top works fine.

Sooo over these few days I've deleted and remade the problem keyframes and the sequence of keyframes before them for every bone in that problem sequence and it's STILL not working...

I made sure each bone that affects that shoulder/upper chest and back area has a keyframe at 180 (in the pic). Then made sure that keyframe contained as much information as possible (by clicking one up and one down on all the move, rotate and the custom scrolly things IMVU provides while auto-key is on)... then copying that keyframe to frame 300. According to CTRL_SPINE01 all the custom scrolly things, SpineTwist etc., are the same.

As you can kind of see in the picture, the spine bones are still in a different position in the two frames 0.o Those screenshots are both from the exact same angle. I can't get the animation to repeat if those frames are different.



I'm sorry if some of my words come out a little skewed, my head goes really fuzzy when I've worked on the same thing for a while and my vocabulary goes out the window.

Please help, this project is starting to become a little consuming S:

- TotalIndividual
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totalindividual

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PostPosted: Mon Feb 20, 2012 2:43 am    Post subject: Reply with quote

*sigh*

Now it's happening with another avatar action on another product Sad

I've never had this problem before these two files 0.o It's really doing my head in. I can't finish these products 'til I know how to fix this issue Sad

The new product is a bend down and twist, then stand up straight and un-twist. Bend down and twist works fine, but it's like the spine bones just stop responding at the keyframes where the av stands up straight and un-twists.

Has anyone else even had this thing happen?
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Evilcurium 18+ Age Verified

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PostPosted: Mon Feb 20, 2012 4:58 am    Post subject: Reply with quote

Someting change but it is hard to say what it is.

Back to 180... Select by name. Write CTRL, OK. This should select all controls (plus add those extra stop nodes). now press add key button. Now when all controls selected copy key frames to 300.

If this dint fix it. We fail to select someting that move or change. Try ctrl-a example and try again.
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totalindividual

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PostPosted: Mon Feb 20, 2012 8:31 am    Post subject: Reply with quote

Thank you. I've tried what you said, selecting the CTRL objects and setting the keyframes for all of those, and I've tried it for all objects, but the spine bones are still in different places :S

Apart from the SpineTwist etc. on CTRL_SPINE01 are there any other custom sliders that affect the spine? I'm unsure, but it seems like clicking set key doesn't set the keys on the custom sliders. That was why I auto-keyed them and nudged them one up and one down to set them.
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Evilcurium 18+ Age Verified

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PostPosted: Tue Feb 21, 2012 3:22 am    Post subject: Reply with quote

Another day, another ideas.

Wold coordinates, move tool. All coordinates should be same in 180 and 300. If you pick example pelvis.

Then there is that curve editor in left bottom, it show rotation history. (ok it is pain to use).

No the custom sliders dont be effected. The distance between oar and big arrow look little bit diffrent (hmm)...
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totalindividual

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PostPosted: Tue Feb 21, 2012 6:04 am    Post subject: Reply with quote

Got it!!

Thank you so much Very Happy Like, really, words cannot describe how relieved I am to not have to redo it. Very Happy

I went to Curve Editor with all the spine bits selected and there was some sections of lines with dashed straight line instead of solid curve... soooo I Googled a bit and read a bit of my Max Bible <3 Which told me about Ranges. I deleted the frames between 180 and 300 on Spine01 and the two frames were the same after that Very Happy... But I still needed a frame between the two! So I opened Dope Sheet with all the spine bits selected still and made sure all the ranges extended past the 300 frame mark! Now when I made a new keyframe between 180 and 300 IT DIDN'T CHANGE FRAME 300. WOOOO!!

I still have no idea how that even happened in the first place 0.o But now if anyone else has that problem they'll know how to fix it! Or at least how to get started!

Thanks again for your help Very Happy

- TotalIndividual
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totalindividual

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PostPosted: Tue Feb 21, 2012 10:42 pm    Post subject: Reply with quote

Or... maybe it just messes up the whole thing -_-

I have officially spent more time trying to fix this problem than I spent doing it.

I'll probably restart it, but if someone could tell me how to change that dashed line in Curve Editor to an editable solid one, I'd appreciate it.

- TotalIndividual
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PostPosted: Wed Feb 22, 2012 7:20 am    Post subject: Reply with quote

Hope this helps:

http://docs.autodesk.com/3DSMAX/12/ENU/3ds%20Max%202010%20Tutorials/files/WSf742dab04106313363d7aea112a19e2fe5-7ffc.htm
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