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Drunken posture blunder
 
kv
post Jun 25 2012, 10:36 PM
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While playing around with some mocap files I decided to import one to moviestorm, it looks fine in the Modshop, I set it up as a posture, but in Moviestorm the following happens...........

Clicky clicky to see the oooooops


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aroundworld
post Jun 25 2012, 11:43 PM
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QUOTE (kv @ Jun 25 2012, 10:36 PM) *
While playing around with some mocap files I decided to import one to moviestorm, it looks fine in the Modshop, I set it up as a posture, but in Moviestorm the following happens...........

Clicky clicky to see the oooooops


This look pretty good! Sometimes getting drunk give you that sinking feeling. laugh.gif


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kv
post Jun 26 2012, 6:25 AM
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This is true, but this one is taking the biscuit lol

What is strange is that walk was actually two loops, both identical loops, from the start to the peak climb is the first one, then from the peak to through the floor is the second. Why moviestorm has him climb on the first but then sink on the second is beyond me blink.gif

Aswell as figuring out what went wrong with this I need to sort out the hands, and also sort out the start and end posture to match that of moviestorms (haven`t worked out how to do that yet).

In fact I have an even more drunken walk which I would love to get into the walk cycles, not sure if we can do that though.........hmmmmmmmmmmm


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Ben_S
post Jun 26 2012, 9:52 AM
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Corthew distracted me quite a lot trying to get a walk cycle in. You might have a read of the thread here:
http://www.moviestorm.co.uk/forums/index.p...near&start=


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kv
post Jun 26 2012, 2:01 PM
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Thanks Ben, I`ll look into that.

Do you have any ideas why this oddity happened with my walk? Like I said it looked totally fine in Modshop, it`s just in Moviestorm it went odd.


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Ben_S
post Jun 26 2012, 2:33 PM
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My guess is that the angle of the root bone at the start of the animation did not match the idle pose very well.


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kv
post Jun 26 2012, 5:45 PM
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Hmmmm, could be, this is where I need to get max to somehow get the default pose at the start and end since loading in a motion file seems to remove the idle pose


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Ben_S
post Jun 27 2012, 9:36 AM
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In max it is possible to copy/paste poses into your animation. Is there a way to do this with the package you were using?


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kv
post Jun 27 2012, 1:09 PM
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Yeah seems I need to look deeper, I found the Copy/paste Posture/Pose button, but when I paste it at the start of the animation it makes a little change but does not actually set the correct Posture/Pose, bit odd. Could be though that the motion has keys from the start and Max does not overwrite them, just adds them. Tried moving all keys across but Max said it was an illegal operation because of all sorts of stuff.

Anyway, last night I did some more studying and learnt how to make walks in Max, and customise them to give them character etc. Gonna look more into that after successfully creating my first simple and somewhat over dramatic walk loop.


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kv
post Jul 4 2012, 9:49 PM
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Hmmmm, been exploring making the gait, in this case I have made a simple yet silly walk, exported into MS with the required folder directory set up, created a gait file and placed it in KVs Gaits/Data/Puppets Silly_Walk.gait. I have my Silly_Walk.CAF in KVs Gaits/Data/Puppets/Male01/Animations/Gaits.

I followed instructions for setting up in modshop and all looks good, save then publish.

When I go into moviestorm though it`s as if it isn`t there at all, my gait does not show in the gaits menu.

When looking at log.txt I find at the bottom:

"Could not find gait 'SillyWalk' for model 'Male01'"

That`s odd because it`s in he right place, and looking at the statemachine file it points to the right place to. I`m really confused, can someone help me out?


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Ben_S
post Jul 5 2012, 9:16 AM
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Maybe if your animation was called "Silly_Walk_loop.caf" and the stub in the SillyWalk.gait file was called "Silly_Walk" then it would work. I'm fairly sure it is looking for a file that starts with the stub, and finishes "_loop.caf".


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kv
post Jul 5 2012, 8:54 PM
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Thanks for that Ben, after following your tip and republishing I got it to work.........

Well sort of anyway lol

http://www.moviestorm.co.uk/community/inde...p;vid_id=108298

Gonna have to try again

Strange thing is that creating this walk in max the puppet starts from the default position so not sure why the puppet steps into it at first in MS, then the puppet does one last slide at the end. I can tell my loop is cleary not right hence why the puppet pauses halfway, so how many steps does the loop need to have?


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primaveranz
post Jul 5 2012, 10:12 PM
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QUOTE (kv @ Jul 6 2012, 08:54 AM) *
Strange thing is that creating this walk in max the puppet starts from the default position so not sure why the puppet steps into it at first in MS, then the puppet does one last slide at the end. I can tell my loop is cleary not right hence why the puppet pauses halfway, so how many steps does the loop need to have?


You don't have an "offset" value set for the animation do you?
I have had exactly that issue with something I am working on jst now. Milkshape set a random "offset" when I exported the Cal files. I never noticed but when I tried to use it in MS it started at the wrong point. I eventually tracked it back, zeroed the "offset" and it works fine now.


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kv
post Jul 6 2012, 6:18 AM
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Yeah I checked for an offset before eporting, and it didn`t show any.

I`m gonna try again over the weekend and see if I can crack it.



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Ben_S
post Jul 6 2012, 10:06 AM
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Does your walk loop go to the idle pose? - that would be a bad thing.
The walk code expects that the loop animation should be cyclic, and just include the walking motion.
Moviestorm has a set of pre-walk animations that are used to start a walk, then they are blended into the walk loop, and at the end of the walk use ik to bring the character to a stop at the destination.

Our normal walk loops go through one complete stride with each foot, and end up back in the position they start in (generally mid stride).
The code then changes the start point of the animation based on one of the feet being at the lowest point during the anim, adding everything before that onto the end of the animation.


It's a good job you were going for a 'silly walk' or it would have looked very wrong, with the stopping in the middle bits.


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kv
post Jul 6 2012, 4:59 PM
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That`s very interesting to learn, thanks again Ben.

I re tweaked my walk animation and have it almost just right, just a tiny jolt with the right leg to fix, it will then be my first total success walk Gait!

Check out the Silly Walk V2

Once I have this cracked I`ll see if I can get my drunk walk working too!


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