The following
steps will create a pose that integrates with your custom furniture.
Note: Values changed from the defaults
are highlighted below for ease of spotting things.
The specially named MyPose is highlighted below to spot all the place the
name shows up.
Video is ~ 18 minutes, streaming at 800x600 and
requires flash. Size is ~40mb
To make a pose that’s held
“forever”:
To test in the
Previewer make sure you click on the node that corresponds to your custom pose.
Pressing the “Play Action” button on the Actions tab will have no
effect for actions names stance.MyPose.
Hints/Tips for adjusting avatar in 3ds Max
1. Make sure Female03MasterRoot is aligned to
your seat node, if you want to make sure the avatar looks the same in the
previewer as it does in Max.
2. Everything is relative to Female03MasterRoot. ie, don't move or rotate once it’s aligned to the
seat node
3. Move or rotate Pelvis as needed
4. Rotate other bones (do not move) as needed
Note: Having two
“skeletons” in the Max file is fine. That is, you can have the
“Root” node, “Female03MasterRoot” and even “AttachmentRoot” – just make sure to have the
correct item selected when exporting.
Note: Make sure
you select the proper skeleton file when exporting the mesh and animation
files. They use DIFFERENT skeleton files unlike most other products.
Suppose you wanted
two or more custom poses? I’d recommend saving multiple Max files. Each
would have your furniture item and one avatar in the custom pose, aligned to
the matching seat node.
For example:
Suppose you had a
loveseat with 2 standard sitting poses and you wanted two custom poses: HandStand and LayingDown. In
addition, you wanted two spots for the LayingDown
pose, one on either side of the couch.
To make the posing
easiest, you’ll probably want two max files.
·
Each max file will
have the same furniture mesh and furniture nodes.
·
Each max file will
have a single merged avatar.
·
In one max file,
the avatar will be aligned to the HandStand seat and
positioned for that pose.
·
In the other max
file, the avatar will be aligned to one of the LayingDown
seats (doesn’t matter as it’s just for lining up the pose) and
positioned for that pose.
In both max files
you would have your custom chair mesh with a set of nodes that looks like this:
·
Female03MasterRoot
o
Pelvis
o
Etc.
·
Root
o
Seat01.Sitting
(standard seat)
o
Seat02.HandStand (custom
pose)
o
Seat03.Sitting
(standard seat)
o
Seat04.LayingDown
(custom pose)
o
Seat05.LayingDown
(custom pose)
o
Matching Catcher, Pitcher and Handle nodes
Note the numbering
above – it doesn’t matter which seat number goes with which pose.
Only the “ending” portion of the name matters – it tells the
client what pose to display when an avatar clicks that node.
From EITHER max
file, select the “Root” node and export the chair’s skeleton
XSF. Select the chair mesh and export the XMF.
From one of the
max files, select Female03MasterRoot and export the animation XAF.
From the other max
file, select Female03MasterRoot and export that animation XAF.
In the previewer
you will load your single skeleton XSF and single mesh XMF (along with any
textures you need).
On the action tab
you will have two actions.
Action 0, trigger
= “stance.LayingDown”
Action 1, trigger
= “stance.HandStand”
Note that although
you have two seats using the laying down pose, you only load the action/trigger
one time. It’s the ending portion of the “trigger”
that’s important (stance.LaydingDown) as it
must match the ending portion of the seat name in max (Seat04.LayingDown
and Seat05.LayingDown).
See Also:
Adding two
poses to furniture in 3ds Max