[MS3D] Moving joints resets their rotation

Author Topic: [MS3D] Moving joints resets their rotation  (Read 14193 times)

Before moving:



After moving (even slightly):



The joints lose their rotation, which breaks the playertype. help! :'-(

i see a grid, green lines, white lines, and dots.
I don't understand
but i think you may have pressed some kind of reset button for those angles.
did you press any extra buttons, or does it do it when you just click?
It would be neat to know what button it is, though. :)

You have to be in animation mode.

You have to be in animation mode.
I'm not trying to animate them, I'm trying to just move them.

I guess you forgetd up.. You should be aware in case you need to play with the joints they could change their direction..
Ok this is gonna be a bit complicated. I suggest you should redo the joints..
Then.. makes the arms and hands like in first direction (both arms up)

I suggest you should see my spongebob model which I made him unlike the profile blockhead model look but with his both arms up. (I sent to you a long ago..) and do it like I did (I'm talking about the basic look. not when it in animation. just when that it already with both arms up action).

So the idea is to make the arms and hands already in the normal direction.. not rotated. and the "arm ready both" will be the model profile.
press 'Zero Joints' which in 'Tools' list.. But do it after you deselected the Auto Smooth.
After that, use animation for 'root' in some frame so you could change the direction of the joints for the model profile.. and export it with dsq file...
sfbe
i see a grid, green lines, white lines, and dots.
I don't understand
but i think you may have pressed some kind of reset button for those angles.
did you press any extra buttons, or does it do it when you just click?
It would be neat to know what button it is, though. :)
press 'Zero Joints' which in 'Tools' list.. But do it after you deselected the Auto Smooth.
« Last Edit: August 26, 2014, 09:15:25 AM by BlockAlpha »