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Rotating bones problems

11-12-2003, 04:02 PM#1
Mjukland
Here's the problem, I've made a model and bones out of geometry, I've attached body part to the diffrent Bones, Like LeftHand to Bone_LeftHand, LeftArm to Bone_LeftArm and so on. But when im linking the bones together and then try to rotate them, the bones and the geometry gets all screwed up.

For example, I link the bone_hand to the bone_arm, when im rotating the Bone_Arm , Both the arm and the hand rotates like normal, but if I only rotate the hand_bone when it's linkend to the arm_bone the bone and geometry get's scaled, like if the bone is in a shape of a cube, it changes to a rectangle, the more you rotate the thinner and larger the hand and the bone gets.

When I link more bones together the same thing happens, The only bone that rotates normal is the parent, all children bones gets screwed up.

though the bones and geometry gets screwed up in max, when I preview my model in the art tool previewer it looks normal. Ive managed to do a "walk" animation, in the previewer it looks ok, but it looks like **** in max. This problem makes it realy hard to animate because after a few animation steps the modell looks like a ball in diffrent colors :/
11-12-2003, 05:17 PM#2
Losdef
Your problem is most likely due to using non-uniform scaling on a bone at a non sub-object level, then copying that bone and linking it.
Try converting your first box into an editable mesh then, on the vertex sub-object level, move the verteces until your box/bone is the proper size. Then you can clone it and link it.
11-13-2003, 08:14 AM#3
Mjukland
Yeah, now it works :) Thanks, that realy helped me alot.