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#1 |
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Join Date: Jan 2004
Location: Seattle, WA
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In Max 6 and/or 7 - Character Studio - I'm trying to figure out a scene where a biped will walk around the inside of a wheel (Like the scene in 2001: a Space Odyssey)
When the wheel is spinning and the biped walks against the motion - it will appear to remain in place. If the biped walks 'with' the rotation, it moves quickly around the inside edge. If the biped stops, it stays 'stuck' to the wheel as it revolves. I tried footsteps, and I can align these to the circle, but the biped just stays 'vertical' and acts like it is climbing stairs. The head should always point towards the center of the wheel - but right now it always points "up" Any suggestions or tutorials? Thanks! |
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#2 |
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Join Date: Oct 2004
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Ciric
I think the answer is sort of staring you in the face. I am presuming that you are able to do a walk cycle since you have asked how to handle such a case. Now see it this way. In order to have a walk cycle repeat in lets say 19 frames.. frame 1 and frame 19 have to be identical(19 to be deleted in infinity repeitition curves). So your character doesn't really move much.. he just remains where he is. Now if you do a little bit of trigonometri, it won't be toodifficult to fugre out the amount of rotation the giant wheel should be making per every 19th frame (Thus it being two steps taken by the character) I hope you are getting where I am going for. Just have the walk cycle remain stable in world transformations.. and have the wheel rotate accordingly. I hope this helps
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#3 |
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Join Date: Jan 2004
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Black-3DT,
Thanks - that's an option I've thought about, but it's less than "optimal" for the concept of two people walking opposite ways, and for a 'realistic' camera movement. (But I am still considering it ) I figured that if someone could point me to how to do 1 biped, I could add the second biped going the opposite way, or X number of bipeds going X number of ways. I was trying to figure out if I could link the rotation of the body to a dummy at 0,0,0 of the wheel, and have it "look at" the center at all times... but I can't figure that out (or even if it's possible) Any other ideas? |
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