skeletal frustrations

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skeletal frustrations // New Users

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Post by Burnart // Aug 25, 2006, 3:13pm

Burnart
Total Posts: 839
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Here is my current wip - he's called "fatboy". SSD object made primarily in tS7 using its improved SSD tools - I did graft the hands on from a model I made in Wings3D!


My project has ground to a halt at the moment as I just can't figure out how to build a skeleton. I've easily spent far more time messing with the skeleton than the object took to build. The pic here shows a problem encountered with a skeleton that comes with the program. I've been trying to realign the joints etc to match my figure and I just get everything out of whack. The leg angled away from the body makes no sense to me - I keep realigning it but the next time I open the project its at a weird angle again.


I've tried using the build skeleton inside a mesh approach but of the numerous problems I run into the one the one which causes constant grief is that when creating the legs they NEVER (not once!!!!) join at the same hip point - I always end with 2 hips. Alternately I end up with one leg trying to join to the thigh of the first leg.


Its probably my ignorance but it seems to me that when building a skeleton you have to build the thing in one sitting - regardless of how complex. I've never managed to add new sections to previously constructed skeletons.


I could go on and on but suffice to say my frustration is immense and I've really ground to a halt. Anyone have any tips or know any tutes which (unlike the manual) give useful information about how to go about this?

Post by frank // Aug 25, 2006, 6:28pm

frank
Total Posts: 709
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Hrm...


I haven't used trueSpace's native bones since version 4.3/5.1 or so but one thing I do remember is that when adding a bone, it isn't connected based on proximity. Instead it depends on the last bone you clicked. For instance, let's say you just built the hips and attached the right leg, all the way down to the right foot. Next, you go to add the left leg (clicking near the left part of the hip)...if you didn't first select the hip joint, it will add a bone from the right foot (or whatever the last joint/bone you clicked was) to that point. In this case, you would have to click the hip joint and THEN start adding the leg, down to the foot.


Again, I haven't used native bones in a while (hardcore MotionStudio user) so I'm not 100% sure if it still works this way but I don't think trueSpace's bones system has changed much since version 4.


Hope that makes sense and is maybe a little help.

Post by mrbones // Aug 25, 2006, 6:53pm

mrbones
Total Posts: 1280
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You should check out TrueBones.Com


It has alleviated many bones frustrations for TrueSpace users.


Also hit the record key on frame 0 before saving.


That should help.


Cheers

Post by Chester Desmond // Aug 25, 2006, 7:38pm

Chester Desmond
Total Posts: 323
There are tutorials at www.lunadude.com that might help with bones and skinning, especially this one:

http://www.animationartist.com/2000/Tutorials/trueSpaceBones/Bones.html

The bones have been almost exactly the same since TS4 so any tutorial you find will be relevant (I'm assuming that TS7 still has the same bones as 6.6 did).

It helps to do some experimenting with keyframing and moving a simple bone structure (try to make an inch worm go across the screen, for example) because they don't really act as you are anticipating, especially once you combine movement -for me anyways, my inchworm always wanted to burrow under the grid instead of following its path-

Keyframes especially seem to cause problems with saved skeletons..so heed Mr Bones on the "0" tip...and on TrueBones too :) I helped to beta test the first incarnation and it really is an easy and effective plugin\program for animating.

Post by Johny // Aug 25, 2006, 7:51pm

Johny
Total Posts: 672
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follow this link, and download char_ani1.zip pack. http://www.digivision.com.tw/truespace/stuff/ts_object/index.htm

then follow this link to learn how to use it:http://www.digivision.com.tw/truespace/tutorial/Contribute/Doc67/index.htm

For langguage problem you can use http://babelfish.altavista.com/

HTH

Post by Tiles // Aug 25, 2006, 9:40pm

Tiles
Total Posts: 1037
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And here one more truespace bones tutorial, including some workarounds for some quirks:http://reinerstileset.4players.de/TSbonestut.zip , 4.5 mb. zipped html file.


The bones system HAS changed since 4.3. Unfortunately not in the way you would expect ;)


I also remember that somebody told me about some quirks in the TS7 version that makes it nearly impossible to rig it here. I just can't remember what it was. And i don't have ts 7. When you have TS 6.6 i would suggest to use the bones in TS 6.6 to rig. Rig it, animate it, then export to TS7.


Or better wait for TS 7.5. Roman promised a brand new bones system :)

Post by mrbones // Aug 26, 2006, 7:59am

mrbones
Total Posts: 1280
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http://www.truebones.com/magicbones/


http://www.truebones.com/magifix


heres a couple of tutorials I made RE: Bones and Animations.


Hope that helps.


Cheers

Post by Burnart // Aug 27, 2006, 1:35pm

Burnart
Total Posts: 839
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Thanks for the info and the links - I'll have a look next time I'm on the net from home. So the problem is v7.1!!!?? D'oh!


Is it worth just holding off until 7.5 arrives or is that a long way away?

Post by Tiles // Aug 28, 2006, 11:39pm

Tiles
Total Posts: 1037
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I think that's a thing that nobody can tell you exactly. Not from the features side nor from the time to arrive. Software development is a funny thing :)


Still, i would keep my fingers away from the bones in TS 7.11. At least when it comes to rigging. As suggested, when you have TS 6.6, rig it here.

Post by Burnart // Aug 29, 2006, 1:00pm

Burnart
Total Posts: 839
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Ok its back to 6.6 by the looks of it. I have been loathe to do that - it kind of defeats the purpose of getting the upgrade. Anyone else notice how small and indistinct those 6.6 icons are? I think I've come to really like the 7 environment so much better. I
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