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  • Moving Skeletons for Motions

    Hello everyone,

    I've been learning how to edit motions, and I've mastered editing them as long as I can find pieces of the motion I want from other files. But I can't move the skeletons correctly to allow me to make completely orignal motions of my own! ;.;

    I tried using the X,Y,Z thing, but it just horrible disfigures the skeleton model even if I move it buy 0.1, 0.01, anything. All I want to do is move the arm and it just streches abnormally! x.x

    Can anyone tell me what I'm doing wrong? ;.;

    Which FF Character Are You?


  • #2
    Re: Moving Skeletons for Motions

    50 view and no help ;.;

    Which FF Character Are You?

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    • #3
      Re: Moving Skeletons for Motions

      First thing make sure you use Rotate, there is little reason you'd need to use Scale and Move on most of the body parts of a model. The other thing while rotating make sure to have the two windows showing the model at different point of views, ultimately you'd want 4 Views (Front, Side, Top, Perspective) that will help you better determine what's happening in the motion.

      My Home setup allows me to do this easily because I have 2 monitors connected to my system. 1 has the Motion window and scheme window, the other has the 4 Views on it.

      If not then at least two different Perspective Views should help you determine how that part is moving. If you see a section of it not moving right then you are either rotating the wrong skeleton or it isn't weighted right.
      Last edited by Macht; 08-18-2006, 10:52 AM.


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      • #4
        Re: Moving Skeletons for Motions

        Thank you so much for the reply!

        But for some reason Rotate doesn't seem to take any effect. Scale works, and Move works, they both show visible changes, yet no matter how high the number I place in the Rotatingi boxes, there's not change at all ;.;

        Which FF Character Are You?

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        • #5
          Re: Moving Skeletons for Motions

          Originally posted by Linra
          Thank you so much for the reply!

          But for some reason Rotate doesn't seem to take any effect. Scale works, and Move works, they both show visible changes, yet no matter how high the number I place in the Rotatingi boxes, there's not change at all ;.;
          That doesn't sound right, Rotate works on a 360 Degree for X, Y, and Z (X and Z generally up and down motions just different areas of 3D space, Y Left and Right).

          What skeleton are you trying this on? For most models the starting skeletons do the following:

          Skeleton-1 = Base Stand
          Skeleton-2 = Body Center
          Skeleton-3 = Hips
          Skeleton-4 = Back Center Skirt (Upper Part)
          Skeleton-5 = Back Center Skirt (Lower Part)
          Skeleton-6 = Left Hip Joint (Invisible Skeleton)
          Skeleton-7 = Left Thigh
          Skeleton-8 = Left Knee
          Skeleton-9 = Left Caff
          Skeleton-10 = Left Ankle
          Skeleton-11 = Left Toes
          Skeleton-12 = Right Hip Joint (Invisible)
          Skeleton-13 = Right Thigh
          Skeleton-14 = Right Knee
          Skeleton-15 = Right Caff
          Skeleton-16 = Right Ankle
          Skeleton-17 = Right Toes

          etc....

          If you are messing with skeletons around 70+ thats about were the weapons are and all of them a bound to the hip motions originally. So working with those to place in the hands and what not is a little more work then just rotating.


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