Using Linked X-forms     |
by GWOT     |
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Using Linked X-forms in Skeletal AnimationsThis tutorial assumes you followed the previous text on building a skeleton and setting it up for animation. You will need a humanoid mesh and a skeleton to follow along in this one. Assuming your skeleton is properly aligned within your mesh we can begin to link it up. All we need to use here are two modifiers in max - Edit Mesh and Linked X-form.
When you are satisfied with the results, apply an edit mesh modifier again and
repeat the procedure for the right foot (Linked X-forms must always be preceded
by an Edit Mesh modifier). It is always best to work with bone pairs when doing
linked xforms because any modifications you made with the first xform will be
fresh in your mind for the second. Going fishing thru the stack after you've
done 23 linked xforms and edit mesh modifiers can be a major ass pain if you've
forgotten something, so try to resolve your xform issues in pairs and be done
with it.
When you finish with one bone pair move up the heirarchy and repeat the Edit
Mesh/Linked X-form procedure for the next bone pair or single bone in the case
of the spine and pelvis, always testing as you go. When you are finished with
the vert links you should run your skeleton through a thorough series of tests
before animating. Check the mesh from different perspectives and pose it as
much and as varied as possible. The more care you take in testing it the less
hassle you have to deal with later on.
One more trick you can do with dummies (if you have the patience for LX-forms)
is create a few extra to add at all your joint locations on the skeleton, and
link a few joint verts to them. This helps distribute the vertex load between
joining bones and allows for finer manipulation of verts at the joints. I've
found that without the extra joint dummies you can get really gross distortion
of verts at the joints (especially the shoulders). Note that adding joint
dummies requires you to break some links by relinking children as children of
the joint and then linking the joint to a parent. This should be done before
the mesh is linked to the skeleton. Example: The forearm would be relinked to
the new elbow joint and the elbow joint would then be linked to the arm. All
you do is select and link to the new parent, since a child can only have one
immediate parent bone, the old parent will be forgotten, regardless of any
previous biological or emotional relationship. You also shouldn't have to
worry about setting IK rotational limits to the joint dummies because you will
really only be adjusting them minutely using FK rotations.
The trick with Linked X-forms is to visualize your verts and their relationship
to the bones they will be linked to before you link them. Try to picture the
effect that a bone will have on its surrounding verts as you move it.
Check it out!![]() ![]() Later, Anim8or... |