ablaine
04-09-2012, 03:27 PM
Hey all,
I've been working on some animation sets for a half-man, half-snake character and I've run across a couple of issues that I was hoping you fantastic human beings could help me work through.
To preface: I'm no animator, so to animate this creature I've been importing existing human animations for the upper body and then using a fantastic little Maxscript called "Spring Magic" (http://www.scriptspot.com/3ds-max/scripts/spring-magic) to have the tail follow the movements of the upper body in a slightly delayed, slither-like, motion. It's a fantastic little script and the results look much better than I could do by hand--it's very fast and once the simulation has been run, it keys all of the joints in the tail. Best of all, it's easy to undo and the simulation only runs on all of the joints in the tail below the bone that you select.. so I can manually animate some of the upper bones in the tail and re-run the simulation and it'll adjust.
The problem I'm running into is that with some of the animations, the tail drops below where the ground would be. Thus far, I've been manually adjusting the upper bones in the tail and re-running the simulation to try to keep all parts of the tail animation above where the floor would be, but it's time consuming and there has to be a better way!
Would it be possible to use built in max physics/collision to make the creature/tail and the floor hard bodies, and then use that collision in conjunction with Spring Magic to generate the keyed animation for the tail? Is there a better way to constrain the tail from moving below where the floor would be? I've never even touched max physics so I'm not sure how complicated it would be to set up.
Any tips/suggestions would be appreciated! :)
I've been working on some animation sets for a half-man, half-snake character and I've run across a couple of issues that I was hoping you fantastic human beings could help me work through.
To preface: I'm no animator, so to animate this creature I've been importing existing human animations for the upper body and then using a fantastic little Maxscript called "Spring Magic" (http://www.scriptspot.com/3ds-max/scripts/spring-magic) to have the tail follow the movements of the upper body in a slightly delayed, slither-like, motion. It's a fantastic little script and the results look much better than I could do by hand--it's very fast and once the simulation has been run, it keys all of the joints in the tail. Best of all, it's easy to undo and the simulation only runs on all of the joints in the tail below the bone that you select.. so I can manually animate some of the upper bones in the tail and re-run the simulation and it'll adjust.
The problem I'm running into is that with some of the animations, the tail drops below where the ground would be. Thus far, I've been manually adjusting the upper bones in the tail and re-running the simulation to try to keep all parts of the tail animation above where the floor would be, but it's time consuming and there has to be a better way!
Would it be possible to use built in max physics/collision to make the creature/tail and the floor hard bodies, and then use that collision in conjunction with Spring Magic to generate the keyed animation for the tail? Is there a better way to constrain the tail from moving below where the floor would be? I've never even touched max physics so I'm not sure how complicated it would be to set up.
Any tips/suggestions would be appreciated! :)