Animate help please.
tktknapp_67259a1036
Posts: 75
Along with trying out animate 2 for the first time, I also downloaded and am trying a mixemo animation that is a run animation, but is stationary.I converted it to an aniblock. I tried adding some movement along the z translation, but it wont take. It worked earlier, but i'm not sure what i did then that's different now. Otherwise I just get a stationary walk animation. I thought animate recorded your custom movement or adjustments. Can't do that with aniblocks? Maybe i did it while it was still an imported bvh? Can't remember. lol. If so then do i need to add my own movement while it's still in bvh form and then save it as a aniblock? Can someone help. Thanks.
Comments
Well as far as i can see, i have to make the adjustment while it's still a bvh file, then save as an aniblock. I'll roll with that until someone says otherwise to my question.
Are you using the body translations? AniMate does not read them. You have to use the hip translations if you want them recorded in the aniBlock.
Well i'm not sure. Seems to be working all right if I make the adjustments while it's still a bhv. I noticed if i added extra motions in mixemo it offered a choice of hip translation which made the transitions smoother in constructing an animation of several motions, but i didn't add any extra animations in mixemo so it was whatever the default is. I guess that is what you are refering too?
Whats up with the feet always turned up? lol. I know it can be adjusted when using animate with aniblocks, but i couldn't adjust it while a bvh with out screwing the animation up. Just wondering.Probably something I still haven't figured out just yet. :)
The Genesis Foot up thing is a rigging issue. Most Ani's out were built for the Generation 4 figure rigs V4 M4 so that just happens due to the rigging in Genesis. Use the AniBlock or Off set in AniMate to fix that. If you fix in the Ani Files your going to lose the possible use of the File on other figures.
To Convert the BVH to an AniBlock as noted just use the Hip node to translate the figure on the DAZ Studio Time line before you do the convert to AniBlock. That will hold all the Info, if you edit a aniblock to add the translation it does not (no idea why) always stick.
The body translations are when you double click a figure in the viewport the body is selected. If you then move the figure using the body translations; it will work because DS timeline will keyframe the translation, but when you convert the keyframes to an aniblock, the aniblock will not contain the body translations (although they may be still present on the DS timeline). Alternatively, If you select the hip and move the figure, the hip will translations will be recorded in the aniblock.
As far as the foot, you can adjust this globally using the foot off-set, or you can use the v4-v3 aniblock at the beginning of another timeline on a different layer. The v4-v3 aniblock also works well on Genesis. In addition you can create a new layer and exclude the feet, and the aniblock will not effect them at all.
Go figure has a pretty good tutorial and videos at: http://www.gofigure3d.com/site/?option=com_content&view=article&id=92&Itemid=86
These will probably answer most of your questions.
And if you do not have it here is a link to the Foot off set for genesis from GoFigure, you just add it as a subtrack.
http://gofigure3d.com/Amm/Genesis-Offset.zip Direct link for downloading.
Thanks Jaderail for the Genesis offset. I must have missed that one completely. I just modified the v4-v3 to work with Genesis. :-)