.kf Pose Tweaking

Post » Sat May 28, 2011 11:56 am

I'm trying to make some character poses from reading c2552's http://www.fallout3nexus.com/articles/article.php?id=244 article, but I've run into a problem. I've created a sitting pose but if I sit down and activate it, the character slides backwards to complete the pose: http://img.photobucket.com/albums/v483/Tubal/F3/ScreenShot88.jpg
Obviously he's supposed to be leaning back in the chair, not through. Simply moving the pose in blender doesn't make any difference.

Any ideas?
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Sat May 28, 2011 4:18 pm

If you're not sitting in a chair (just standing around somewhere) and activate the pose, does he still slide back?
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Sat May 28, 2011 10:20 pm

Yes. Fallout interpolates the movement to the static pose I've made, but it's not oriented around the point *I* want it to use.
http://img.photobucket.com/albums/v483/Tubal/F3/ScreenShot97.jpg

I'd like the centre of the pose to be somewhere around the his waist, so he ends up in the correct position when sitting.
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Sat May 28, 2011 2:55 pm

Here we go: There's a bone called just "Bip01", where all the others are called "Bip01 Thigh.R" or whatever. Move it and everything else moves. However, move everything else, but not it, and the pose centre shifts. :)
I'm assuming it is the centre.
User avatar
Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Sat May 28, 2011 8:37 pm

Anim.kf is most likely Missing Controllers/Incorrect Data on them OR... you did not pose match and furniture expects things to be where they are suppost to be ! thus you get incorrect positions -> this is less of an issue if you imported an Beth Anim then if you created from scaratch though so its most likely the first problem.

hard to say without the anim in question and exactly which animation that it was based off of (which anim you imported to get the default before you moved bones positions).
User avatar
MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

Post » Sat May 28, 2011 7:40 am

Moving the Bip01 bone was enough to get it where I wanted it: http://img.photobucket.com/albums/v483/Tubal/F3/ScreenShot100.jpg.
User avatar
^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm


Return to Fallout 3