Attaching Animated objects with skeletons

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????

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Devoti's picture

here it is: pls make it in

here it is: pls make it in video, i told u , i am a new guy in 3ds max, still noob,Download Here:-

http://www.mediafire.com/?30etkmeeiu3

Thnx alot...

CG_Pappy's picture

OK so we need to look at

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's picture

for real, i am noob in 3ds

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

Devoti's picture

man pls help me, i got the

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's picture

nono man, i am not using any

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's picture

It's quite simple, but it is

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.

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