NekitTheRagdoll Sep 17, 2013 @ 1:26pm
The Annoying "rootTransform" Thingy
Well as long as I move objects I want, they keep their rootTransform at their spawn. Let's talk about walkcycle for e.g: I create object, I move it, I animate it, and now the rootTransform is 3 miles away from the body, and when I accidantly rotate it the main body goes elsewhere. I know that the "root" is root and you can't delete it or lock it to something. Is there a way to rewrite script so that the root's position is equal to pelvis whenever you move the pelvis or something, or is there any other way to get rid of paranoia?
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Pte Joe Sep 17, 2013 @ 1:32pm 
Have you tried locking the root transform to the (say bip_head) and zeroing the playhead on the root transform... (Not sure if this will work, I haven't tried it out yet)
NekitTheRagdoll Sep 17, 2013 @ 1:38pm 
Well, root cannot depend on an object lower than it, theoritical and practical (tried that long ago)
Pte Joe Sep 17, 2013 @ 1:49pm 
Right, sorry, forgot that... Doh!
Sarsour Sep 17, 2013 @ 2:01pm 
It means the actual roottransform bone is not weighted to the mesh or model. You will have to go into the rig_biped_simple and change the heirarchy (if your using an IK rig)
or will have to add $hierarchy (child bone) (parent bone) to the qc file according to which bones you wanna set as the parent from the SMD file and recompile it but the second method is way more complicated cos it required decompiling and what not (unless you already have the smd's)

There might be a simpler quicker way, but I currently dont know.
Nerp Sep 17, 2013 @ 4:54pm 
The way I do walking is just have them walking in place, after you're done, move the rootTransform.

Found a good example:
http://www.youtube.com/watch?v=pKe34_KrPK8
NekitTheRagdoll Sep 18, 2013 @ 6:36am 
Well It's not my style, since those legs does not synchronise with the ground step...
Nerp Sep 18, 2013 @ 12:20pm 
That's totally fine if you do it that way.
But that's just how it's done, otherwise the problem you're having would be everywhere.
R234 Sep 18, 2013 @ 7:51pm 
How about locking the hands and feet (and perhaps knees and elbows too) to the world, and using roottransform to move the character forward? That oughta work.
NekitTheRagdoll Sep 19, 2013 @ 5:16am 
Originally posted by R234:
How about locking the hands and feet (and perhaps knees and elbows too) to the world, and using roottransform to move the character forward? That oughta work.
That's a very good idea, but it actually takes some time, and I'm a very confused if I do it...
Psi Sep 19, 2013 @ 9:27am 
i'm confused about what the problem is because my methods for animating must be different. Is it because you use the root transform to move the whole model? And that's why it's a problem that it ends up being so far away? I can see how that would be annoying.

I never use the roottransform so it's not an issue for me. I always just grab the model by the pelvis when i want to move it especiaily since you pretty much always have to be giving some motion to the hips anyway otherwise your animation looks stiff.
Nerp Sep 19, 2013 @ 11:48am 
I believe his problem is that he is moving the pelvis away from the root, I use to do this aswell and I can see why it was a pain. 'Cause when you turn the pelvis, everything looks wonky and you have more work to do.

You can drag the pelvis a tiny bit, but it's always best to keep them with their root.
When animating video games or movies, you must keep the model in place. It's all about your timing.

http://youtu.be/8ET7TPq70uc
NekitTheRagdoll Sep 19, 2013 @ 12:15pm 
OK, you try to move the whole scout away from the root far, then try to rotate the root. The scout's placement just screwed up, and that is my problem
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Date Posted: Sep 17, 2013 @ 1:26pm
Posts: 12