fast animation.zip (181.3 KB, 359 views)
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9
12-02-2006
, 08:44 PM
Registered User
Join Date: Jan 2004
Location: Tempe, Arizona, USA
You asked:
Can this thing work on any model, or do you have a single model that it runs on?
Any model, however It is possible that the character mesh may need to be somewhat similar to the characters I use, I have used about 3 different characters on the biped model so far with no major problems. I am aware of a issue that can occur on the shoulder if the mesh is not done correctly, but it is not a difficult issue to solve, it mostly occurs whoen you try to use a very high count polygon mesh, and most people are unlikely to do that.
Do you have to specify, like, what faces are the knees, and which ones are the elbows, neck, etc?
No . . . . esentially, I put the character in the scene, facing the plus Z direction, hit a button and the skeleton comes into the scene. Then I adjust the skeleton to fit the character, (head, hands, fingers, feet, ect . . . the skeleton is scaleable, you can scale the arms, legs or whole body by pressing buttons) Then I hit a button that adds "stabilization" . . . it basically just eliminates a lot of skin weights painting. After that I skin the character to the bones, and the character can walk at that point by hitting the play button. I have one other step that I do before being fully ready, and that is setting up the eyes so they work with sliders that are contained in the controls of the program.
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10
12-02-2006
, 08:51 PM
Moderator
Join Date: May 2005
Location: Manchester Uk
sounds great!! You could make some cash off this, you might need to do a few field trials with companys etc, signing non disclosure agrements etc before hand
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11
13-02-2006
, 12:31 AM
Subscriber
Join Date: Dec 2004
Sorry can't help you out much as i know little about C# or C++ but Visual Studio.Net is free for a year
https://msdn.microsoft.com/vstudio/express/
No doubt to penetrate the market and overprice it later (windows :angery: )
Originally posted by skywola
What I would like to do is find someone who writes plug-ins who might be interested in coding it as a plug-in, and maybe make some $$ on it. I have spent about two and a half years of testing, code-writing, and re-writing this project in MEL. I copyrighted it, and I guess I am just to LAZY to re-learn C and then learn how to write plug-ins in Maya . . . I have already looked at some of the material on writing plug-ins in maya, and it don't look easy by any stretch of the imagination. I don't have Visual Studio.net either, so that kind of limits my ability to write Maya 6.0 or greater plug-ins. If only thay had a compiler for maya that creates a binary from MEL code . . . . I guess I am really dreaming now . . . .
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12
13-02-2006
, 03:19 AM
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
theres already a free mel script that just this. use a slider to control all sorts of walking/running motion, man, horse other quadruped etc...
bummer
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13
14-02-2006
, 02:34 AM
Registered User
Join Date: Jan 2004
Location: Tempe, Arizona, USA
Do you have the link to it? I'd like to compare it.
"The Sage as an Astronomer: If you still see the stars as something above you, you lack the eye of knowledge." Friedrich Nietzsche
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14
02-03-2006
, 06:53 AM
Registered User
Join Date: Jan 2004
Location: Tempe, Arizona, USA
This code is now posted in the MEL programming section if you are interested in trying it out.
"The Sage as an Astronomer: If you still see the stars as something above you, you lack the eye of knowledge." Friedrich Nietzsche
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15
02-03-2006
, 04:20 PM
Registered User
Join Date: Jan 2004
Location: Tempe, Arizona, USA
The WalkerMan code
Read the install file!
You have to copy the MEL files into your Maya scripts folder and rather than bother sourcing them, the easier way would be do it before you start Maya or shut Maya down and re-start it so it will load all the scripts. Then you can just type "go" in the command line and a window will come up that will allow you to drag-drop the icons to your shelf. After that you can press an icon, a window will come up with a bunch of controls . . when you press the play button, you will see the biped walk, all you have to do is put on the character mesh. The quadraped is set up so it does not move horizontally, until you set the speed, so it is easy to see the four gates that you can put the quadraped in, then when you want to actually animate, all you have to do is play with the speed control to get it to go.
When you set it up with the character, there is a "Stabilize" button that you need to hit just before you skin the character. This reduces the amount of painting skin weights you need to do. . . . There is a stabilize button for the biped and for the quadraped.
Also . . I have it set up so that you can attach the eyes to the joints that are located where the eyes should be . . . . The way to set them up is:
After you have skinned the character, select the character, then select one of the "eye joints" (you have to do it in this specific order) then go to Skin>Edit Smooth Skin>Remove Influence. Do that for the left and right eye. The parent the actual eyes that you have to these joints, and you will now be able to control them by the window sliders.
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walkerman.zip (160.1 KB, 344 views)
"The Sage as an Astronomer: If you still see the stars as something above you, you lack the eye of knowledge." Friedrich Nietzsche
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