View Full Version : proper way to move entire rigged character?
Sapien
07-09-2008, 11:54 PM
What is the proper method for placing a rigged character model within a scene? Do you just reposition something like the Biped.GlobalSRT? This seems to work for me, but feels incorrect coming from 3ds Max.
Thanks,
James
farhaad_yousefi
07-10-2008, 03:43 AM
..mostly it depends on how complex and far from center of the world (0,0,0) your character would act..!!
but then again i sit here and listen for some different point of view ..!!:whistling:
Sapien
07-11-2008, 06:35 PM
Is there no correct way? Just whatever works? Is that why this basic task isn't mentioned in the XSI Guide? Or, am I just too much of a nube to see what's obvious to everyone else?
ximage
07-12-2008, 04:37 AM
yeh i just use a global SRT that has everything inside it. move that about, and done. :)
dont know how anyone else does it.
ximage
3DMastermind
07-14-2008, 06:00 PM
Personally, I never move the SRT.
It can be quite a pain when in the mixer, you store a library of anim clips done in different global srt positions/rotations, just trying to blend everything is very complicated.
Also, if you do this, your feet will always be sliding on walk cycles unless you cut the leg effectors.
What I do:
remove the keyability on the Global SRT from keying panel.
then hide it. :)
misterdi
07-16-2008, 01:18 PM
If you don't want to move the globalSRT, just create another null and parent the globalSRT to this null, and move the new parent into position in scene.
In this case the globalSRT local transform will always be the same so you still be able to use your animation clips.
Cheers,
Sapien
07-20-2008, 09:34 PM
Thanks so much to all of you who replied! Good stuff.
The anemic XSI help documentation is probably a good reference for professionals but not very good for nubes like me. It's nice to know that I can eventually get answers from the community.
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