Well if i just open the bip file it overrides my animation.
If i use the motion mixer, just put the mocap bip after my last animated frame and bake it into the biped, my animation is deleted and the new animation is added at the right frame.
I used Sliding keys with object target on the hands. i think that this is the reason why my animation is broken after importing it via motion mixer.
I can minimize the destructon by checking the one keyframe per frame option while exporting my animation.. but i want to have the ability to edit my animation after the importing of the mocap file.
Isnt it possible to just add an animation file without reimporting my existing Animation?
A Strange thing happens if i export my Biped Animation with one keyframe per frame and import it via the Motion mixer.
One of the arms starts to rotate whildy... If i import it without the motion mixer nothing starts to act like this.
Once you have all your animations as clips you load them in the Motion Mixer and either just put them after each other or really mix and blend them with the transition and weight options in the Mixer.
A "add at Frame" Feature in the Open bip dialog would be nice, maby thats something for the Feedback Page.
But i think after CAT is the leading character rigging tool i wouldent get mutch votes for a Charakter Studo idea.
A workflow for that is to load different footstep animations to different bipeds and use the Foot Step clip board function to copy and past selected foot steps. Then these are pasted at the current frame.
Chances are that .bip file is corrupted or somehow using a format that Max doesn't like. Some .bips come also as .bvh files, does that one have a corresponding .BVH? Would it be possible to attach the .bip to a post or PM me a link so I can test it? I do see your crash logs but they don't tell me enough to give a good answer here without the file to test.
No worries, I'll help in any way I can. You can zip up the bips and the forum would accept that, or I could create a private folder for you to upload to, or you can use a service like WeTransfer and send me a private message with the link. (To send a private message, just hover over my name near my pic and then hit "Send Message".) If you want a private folder, just say the word.
I think the problem here is that these files are not .bip files technically, but .CPY files which are for poses, postures, and tracks. If you have animated the biped and you want to save out a .bip instead of a .cpy you can do so on the rollout titled "Biped" rather than the one labelled "Copy/Paste". If these were purchased, they aren't actually .bip files. If you made them and wanted to save out animation from a biped, just use the other rollout save. I have a screenshot below to make this more clear and please let me know if you have any questions, I'll do whatever I can to help.
I have finally managed go get two bip files on the motion mixer. its a bit touch and go at the moment. but now I cant seem to get the animations to work from the motion mixer. I'm hoping anyone could see where I'm going wrong, I have attached a file.
Looks like things are moving forward, that's great! The file is missing the bips which does create a bit of a problem when it comes to previewing what you're got, can you please attach the bips as well or PM me a link to them so I can preview them? In the meanwhile, I have some links below about the motion mixer.
I've got some mocap on a biped of a character 'pushing' and I need it to loop as it would were I able to apply the Out-of-Range-Type: Relative Repeat. How do I do this?
From what I have read so far, out-of-range-types do not work on Biped. I have also tried using biped motion mixer to loop the animation by repeating the animation clip multiple times within the mixer however it places the biped back at the starting location at the beginning of each clip like Out-of-Range-types: Cycle would do and that isnt a looping solution that will work for me in this case.
You are right about biped and Out of Range types; Out of Range are not applicable for biped.
You are on the right track with Motion Mixer, it is the tool for what you are describing.
In Motion Mixer, create a 'Transition track'.
This is the track to align animation clips one after the other so they are relative one to another.
OH WOW SUCCESS! You have helped me out tremendously, thanks! I was wondering why those buttons were always grayed out but I was missing the step of selecting the biped name as you showed in those images. Thank you thank you!
Ok so I have encountered yet another issue that I was hoping you might be able to shed some light on.
I have been using a Mixamo walk cycle animation on my biped character and that is what I used in motion mixer to extend the walk cycle to about 1500 frames from the original clips 53 frames. Somewhere in this process, im not sure if it is the original animation or if it is the transitions that are generated in motion mixer, but my characters walk begins to deviate from traveling in a straight line. I am not sure what is causing this or how to fix it. This deviation becomes worse with each loop of the clip until the biped look as if its going to complete a full circle when I really need it to be traveling in a straight line. Hoping you might have some suggestions.
So far i have been thinking I probably need to set the biped com to Euler and edit the key values in Workbench but in doing so I havent been getting great results and my deadline is quickly approaching so reaching out for help on this.
Thanks!
Hi again!
So the problem you are describing is exactly what I am seeing on my end. After that first loop the character just starts gradually going off course.
I am following along with your video instructions, however my first and last keyframe are showing that they are the same value in world rotations so I have not been able to solve the problem on my end yet.
I went ahead and attached a max file with a biped and the animation applied to it. If you could possibly take a look at it and see where I am going wrong it would be very much appreciated, thank you!
Hey there just wanted to provide an update. Still trying to follow along with your example but I am really stuck at the part where you mention to copy your world rotation values from first keyframe to the last keyframe because my values are the same. I have tried looking at other bones as well but their first and last keyframe rotation values are all the same too so I am not sure how to move forward with this. Anyway, I did provide max file in last post and if you have any time I would really be thankful if you could take a look at it and see if you can see what is going wrong. Thanks again for all you help!
As usually rotation is the issue, I totally forgot to say to check for the position too, sometimes it can be the position that is the issue too. In your case, the position is also perfect, only on a single axis (forward) there is a difference, both other axis are identical. This is perfect.
If this does not help, would you have the data that still causes the issue, motion mixer and its .bip animation file ?
Hi again!
Thanks a ton for the follow up! It looks like I was missing the step where you edit the small transition track that occurs between the main copied tracks in motion mixer. After making the edit my animation is now working how I want it to! Thanks again for all your time and detailed responses it made solving this issue very easy to follow!
I worked on a pipeline where I create characters with a character generator software (like MakeHuman/Poser) that are already rigged and skinned, and I transpose their skeleton by a Biped without loosing skin or rig, because the company where I work export their objects / avatars in VRML, and their exporter only works with a Biped (and I don't know how to rig and skin and they need a lot of avatars / characters.
But what they would want to do, is loading some .bip mocap files to this Biped, and export each animation separately, but for a good integration in their software (a real-time software) they need every avatar / character to have the same initial position (the same first key) or it causes issues.
But when I load a mocap file, it overwrites any key I had at this moment, so I told myself that I could maybe load the mocap files, then find a way to give him the wanted initial position, but if I place him by rotations and Auto key, I can't be precise, it's approximative and they can't use exports.
I found on internet the "Freeze Rotation" and "Rotation to Zero" options, so I told myself it was all I needed to do : having my character in my scene, Freeze the Rotation of each bones when I didn't move them yet, then Load the mocap file, all the keys are loaded, then go to first key, select all bones and do Rotation to Zero to recover the position, then save the key. I thought it was the perfect option, but I think I missed something because I can't even Freeze Rotation of any bones I got an error message which says
So my demand is : For my needing, Is "Freeze Rotation"/"Rotation to Zero" the right option to use, but why can't I use this on my Biped (because I tried it on a cube and the option works perfectly) ? Or, if it's impossible to use this on a Biped or if I do something wrong, or if there's is a better way for me to manage want I need to do, can someone help me ? (: I also saw the Set Skin Pose option with Assume Skin Pose, but it doesn't do what I want which means positioning my character in the same initial position everytime I load a different mocap .bip file.
I actually discovered this morning (because I'm using and discovering Bipeds for three weeks) the Copy/Paste option and it seems to do the same thing I wanted "Freeze Rotation" and "Rotation to Zero" to do. I Copy the initial pose, then, after loading the .bip file, I move the keys to get the frame 0 unoccupied, then I active Auto key on frame 0 and I paste the pose with Vertical Horizontal and Rotation paste options activated, and it actually works.
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