sdds Posted August 6, 2009 Share Posted August 6, 2009 does anyone know how to resize and deal with the scaling issues of animated people. Its a real pain trying to xref them and rescale for use in different files.. Is there a way to bake the animation into a the mesh? Link to comment Share on other sites More sharing options...
Devin Johnston Posted August 6, 2009 Share Posted August 6, 2009 What people are you talking about? If your using a 3D model of a person whether it be a billboard or a mesh the size and scale of the model will change in relation to where the camera is in the scene. This is the benefit of doing everything in 3D at a 1:1 scale, you don't have to worry about it. Link to comment Share on other sites More sharing options...
Chad Warner Posted August 6, 2009 Share Posted August 6, 2009 does anyone know how to resize and deal with the scaling issues of animated people. Its a real pain trying to xref them and rescale for use in different files.. Is there a way to bake the animation into a the mesh? Use a pointcache modifier on the mesh object. It records the animation into an xml file. Once you have this, you can get rid of the biped completely and scale and rotate to your heart's content, you just have to make sure to keep the xml file somewhere that's accessible to all machines. Link to comment Share on other sites More sharing options...
sdds Posted August 7, 2009 Author Share Posted August 7, 2009 thanks chad, very helpful! now to make things more complicated how can I bake the information from that xml file into the mesh to produce a point level animation? or failing that how would you go about linking another object to follow the mesh in a parent/child fashion? Link to comment Share on other sites More sharing options...
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