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Forum topic · Scripts Wanted

Attaching Animated objects with skeletons

By Devoti · 2009-09-25

Description

hi all , i wanna attach objects with each other which they have skeletons, but when i try to attach, the animation will be ruined, so what is the answer??? and how can i remove the skeleton and keep the animation stuck with the objects, cuz i see many objects of for example characters moving hands head.... etc without any skeleton.. plz help me!!

is there any script to do it????

Comments (16)

Devoti · 2009-10-17

plz man, i want the obj!

Devoti · 2009-10-17

pifff, is there any1 who can help me?????? ;\

Devoti · 2009-10-16

kk man, i got it, but have u got my object ready as in ur way??

CG_Pappy · 2009-10-15

Well I am pretty busy unfortunately, and I don't think I have enough time to make a video tutorial to help you here.

Have you tried to do what I described to you? Assigning a rotation constaint to an object is an incrediably simple task!

Perhaps you could consult the help files?

Sorry, I spent ages describing the process in detail already.

Look up -

rotation constraint
collapsing transform

Devoti · 2009-10-14

Listen, since ur version is different, i came up with this idea to work opening it out, so here it is:

i uploaded the script Importer\Exporter of the file i need u to work on, which i had exported its shape, and its animation, so for u to load it, u only need to open the script , then import the Shape, Praetorian_Guard.cas, then import the animation right onto it, Praetorian_Guard_Animation.cas, Beware, dont use Load animation when importing the *SHAPE*. only import cas, then import animation without loading them when importing the cas object.

About the PBA importer-Exporter, it's only uploaded with one file which is not needed in our case, but i uploaded for u , so u import the PBA file which i had sent , so u know the example of what i need, 1 Object, with animation stuck onto the shape itself, without bones, skeletons...etc

So Here it is , PLZ HELP ME!!

Devoti · 2009-10-14

i got way which has 99% chance to work!!

CG_Pappy · 2009-10-13

Hmmm no easy way to make a file backwards compatible.

FBX is the best way to keep the skinning etc.

Give it a go, but don't hold your breath!

Devoti · 2009-10-13

i got the latest version, 2010 , if i save as an object will it open??

CG_Pappy · 2009-10-13

What version of max you using? I got Max2009 but it fails to open...

CG_Pappy · 2009-10-12

OK so we need to look at exactly what you have got here.

I take it you have -

a) your animated bones(objects) in somesort of hierarchy (linked to each other)?
b) some other objects - also in another hierarchy?

If you want the second set of objects to use the first set of objects animation, (if you want to delete the first set later on) you probably don't want to skin the second set of objects to the first. Unless you just want to render out the scene then it wont matter.

If you NEED to transfer the animation data over then I think there are scripts on this site that can do that (search for - Copy Paste Transforms).

If you want to do it the way I described above (fool proof if done correctly) then -

I'm gunna call your animated hiearchy "bone set 1" and your other set of bones "bone set 2".

Select the parent of bone set 2, and go to - animation/constraints/position constraint, then select the parent of bone set 1 when prompted.
Then select the parent of bone set 2 again, go to - animation/constraints/rotation constraint, then select the parent of bone set 1 when prompted.

Then go through the rest of the hiearchy of bone set 2, but only use the roatation constraint, selecting the bone you want to copy the data from each time when prompted.

When you have done all that - save the scene and call it something different as a backup.
Then go to the Motion Tab, select "trjectories" and then input the frame range you want to bake the data from.

Then hit collapse and all done.

Alternatively you can just leave your objects skinned and then hide the skeleton? Maybe thats what you've seen?

Devoti · 2009-10-11

for real, i am noob in 3ds max, dont talk to me as pro, i didnt understand what've u said above.

Devoti · 2009-10-11

man pls help me, i got the object attached with the (Bones) using skin modefire, I CANT BAKE!!, i have a bone in left hand, right hand, ....etc i cant bake , the object has no frames, HELP ME PLZ!

Devoti · 2009-10-03

nono man, i am not using any translator ^^, anyway, i will try this way and see if it works or not :) thx for repling ^^

CG_Pappy · 2009-09-29

It's quite simple, but it is a lot of work.

Firstly you need to attach the objects that you want to inherit the animation using a position and orientation constraint. You can get away with using an orientation contraint to all the children if there is a hierarchy, as long as the root of the hiearchy follows the root of your other skeleton (using both constraints).

Once all the nodes are attached then you can then "bake" the animation. You do this by collapsing the transform in max. Go to Motion/trajectories then set the frame range and samples to how you want it. Hit collapse and its all done.

You can script it, there may well be scripts out there...

Forgive me if I misunderstood what you were trying to say, it seems like you are translating from another language.