Animations (translation) really weird after export from gmax

Level 15
Joined
Jun 9, 2008
Messages
308
Okay I have had this issue for so many years now and usually I just try to work around it, but today I kinda snapped, so I'm just gonna ask you guys:

The particular issue arises when I create animations where a set of bones move (translation, rather than rotation); in the example model below, the bones in question are weapon left and weapon right.

In gmax, it looks exactly like I want (in this model: the rockets sink smoothly into their sockets in the attack anims). When I export it, though, it gets a wonky result that ruins the look (in this model: the rockets move really weirdly in relation to the rest of the model).

Is there a way to prevent this? Some combination of using bones and helpers attached to one another?

My current setup is this:

Bone Root (Helper)
- Bone01 (gmax standard Bone with geoset "body" on it)
-- Bone Root1 (Helper)
--- BoneWeapon Left (gmax standard Bone with geoset "rockets" on it)
--- BoneWeapon Right (gmax standard Bone with geoset "rockets" on it)

The reason I added another Helper between the main body bone and the weapon bones being that gmax standard bones cannot move relative to one another, only rotate. So to get flexibility in movement for the weapon bones while still having them follow the rotations of the body bone, I connected them via helper.
 

Attachments

  • helicopter example model.mdx
    87 KB · Views: 6
Top