Character Studio Bipeds for 3DS Max are able to "retarget" animations between different bipeds even if their sizes are different and have different number of joints per limb. It won't be a easy task to create something like this from scratch though...<br>
<br>phong.<br><br><div class="gmail_quote">On Thu, Apr 17, 2008 at 4:19 PM, Alex Fraser <<a href="mailto:spam@phatcore.com">spam@phatcore.com</a>> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
On 4/18/08, <b class="gmail_sendername">Fleeky Flanco</b> <<a href="mailto:fleeky@gmail.com" target="_blank">fleeky@gmail.com</a>> wrote:<div><span class="gmail_quote"></span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
i run into this problem a lot , i have an armature that i have made<br> several animations for. i want to use this armature as the basis for<br> a bunch of animations for different humanoid meshes usually(could be<br> any kindof mesh though) however if you go in and change the size of<br>
certain bones and such the rotation amounts arent changed to<br> compensate for the fact that the size of the bones has changed..<br> <br> is there any way to auto-correct this ? it would be immensly useful<br> for re-using armatures .. as right now when i do this i have to go in<br>
and manually alter the rotations on bones which you might as well just<br> make a new armature and rekey everything pretty much ?<br></blockquote><div><br>I'm having trouble imagining the situation. Can you give an example with just a few bones? Do you need this for FK or IK?<br>
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