I guess the question posed is "How to get the same animations to play through two differently scaled models which are part of the same model?" I don't know the answer to that one. You could make the Oni a cloak and, I believe, scale the animations there. There is also the possibility of doing some sort of NWN Trickeryâ„¢ like simply renaming your Oni bits to have the same name as your main model and hope that the animation events fire through both. In a case like that, though, you're throwing yourself on the mercy of potentially having position keys in the animations which would throw your Oni's animations off. Worth a shot though.
Maybe someone else has a simpler approach?
I understand what you're trying to do and it's quite clever but I don't actually have any experince with doing things like that. About the best I can do is offer encouragement that what you're trying to do should work and that it's probably the preferred method to transfer animations in such a situation. If you do continue to pursue that method you still might be confronted with probably having to bake out the animations on your Oni down to FK when you're done which is going to mean a lot of keysframes.
As an aside, although NWN is animated in FK, there has been a lot of legitimate speculation that more complex solvers were used originally and that it was somehow baked down to FK. I've tried to find such software and couldn't but that doesn't mean that it or some Maxscript doesn't exist. If you find such a thing, let me know. It would be a huge help to something like you're trying to do...
if you have to take the "long way around" the problem.
Sadly, constraints are something I don't know very much about. I've used them once and went "Oh crap, I wish I'd known about these earlier". At the time the biggest benefit I could see based on the
kind of things I do was to help prevent gimbal lock on limb rotations when using imported mocap data. Recently I did hit the Max help on constraints and IIRC there's at least one "getting started" tutorial with constraints.
When you speak of IK, are you talking about an IK solver? If that's the case, I'm not sure that's necessary for what you're trying to do. A solver is going to help you pose or animate your character from scratch but when you're hoping to pick up animations (either by having them fired through your model or picking them up from other geometry) from something else, they might just add to the hassle. I don't have a link but I
have read about using solvers as part of a process like this. I'm just not sure how necessary it is for what you're trying to do...if you're talking about a solver, anyway. (Animation menu item in Max -> IK Solvers)
Modifié par OldTimeRadio, 24 février 2012 - 10:17 .