Thread

Bones Popping out of place

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Bones Popping out of place // Bugs

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Post by 3dfrog // Jul 31, 2007, 6:03am

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Hello


have a problem of bones popping out of place after setting the pose, keyframing, then moving timeline. This is not so much repeatable by steps as it happens quite random, but if you create a simple walk cycle with the attached character I guarantee it will happen. It happens most on the torso and pelvis bones. Just moving it slightly and rekeying corrects it, but it happens often and takes up a lot of time.


Thanks

Post by frootee // Jul 31, 2007, 6:52am

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I can second that. I have had the same issue with several different characters and rigs.


Froo

Post by Ambrose // Jul 31, 2007, 7:55am

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Random bones has allways been an issue with tS.


This is why you must save at frame 0 and make saves every 2-3 changes you do.


If you don't want to redo all that is.



SeYa/Ambrose...

Post by frootee // Jul 31, 2007, 8:17am

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Random bones has allways been an issue with tS.


This is why you must save at frame 0 and make saves every 2-3 changes you do.


If you don't want to redo all that is.



SeYa/Ambrose...



The bones system is a from-scratch implementation, not an overhaul of the previous bones system. Forgetting to save at frame 0 is not the problem. Remembering to save at frame 0 is not the solution either. Saving excessively should not be necessary, is a waste of time, and would make bones animation prohibitive to use. This is a bug which must be fixed, not worked-around by saving a new file every third time we move a bone.


Don't mean to be harsh; just tired of wasting time performing unnecessary rework.

Post by Jack Edwards // Jul 31, 2007, 8:44am

Jack Edwards
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Yeah, the whole point of redoing the bones system is to have a more intuitive and reliable bones system. I'm sure the devs will take a look. My guess is it's a transform matrix or pivot point issue.

Edit: When you see it happen and can reproduce it, please post a scene so the devs can reproduce it for themselves as well. Also don't forget to check your FCurves to see if anything strange is going on there.

-Jack.

Post by Bobbins // Jul 31, 2007, 10:10pm

Bobbins
Total Posts: 506
Quick question - in the AnimPref settings in the stack do you have Snap to Frames selected? Just wondering if you are creating multiple keyframes very close together by disabling snapping.

Post by nick // Jul 31, 2007, 11:16pm

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Happens almost everytime I work with skeleton animation. I noticed that this problem occures mostly when I work with more than one track. In the walk cycle case - if you have a track with hands animation, another for legs, third for torso etc., then you'll probably get this bug. If you work only with one track, it almost never happens. (Yet, again, why would you do that!)

Hope that Caligari will fix that soon.

Post by 3dfrog // Aug 1, 2007, 12:39am

3dfrog
Total Posts: 1225
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I did have the issue of creating frames close together after i dragged the size of my animation in story then went back to edit in dope sheet. That does cause some crazy results, but it is different than this bones popping.


I did my first walk cycle all without tracks and it happened constantly.
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