• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

animate a person

Messages
73
Country
australia
How do I animate a person walking along? Ive had some success with it but it still looks as thought the person is wearing roller skates. Has any one tried this at all?

Thanks
Steve
 
Hello
I quickly tried it in gmax but it isn't so simple
Just think how many moving "parts" you can see when a human is walking. To create a realistic movement you have to simulate those parts as well. Good luck with it
 
If you want to prevent the person to "float" just position dummies at the points where he sets his feet, then you can see better if the feet are skating across the ground. ;)

It is possible, but very difficult, good luck with it. ;)
 
Hi

Is there any way of locking the feet to the ground for a short time as the body moves forward? This would stop the roller skating effect.

So fare I have got the legs to move backwards and forwards bending slightly at the knee. It looks very real. The next thing I did was to attach a dummy to the body and animate the dummy moving forward. This made it look like the animation was walking. By adjusting the length of movement of the dummy you can control the forward distance travelled so that it corresponds fairly accuarately with the movement of the legs. I just need to fine tune it a bit and get the feet to remain firmly planted on the ground as the body moves forward. I did try attaching a dummy to each foot but was unable to get them to lock onto the ground. Perhaps it has something to do with how the objects are connected and their paren/child relationship.

Thanks
Steve
 
Steven
I animated a Kangaroo hoping by having a box labeled tick18 etc below ground level so it cant be seen. This moved across the screen at a rate I set to be appropriate. I then linked the body to the box, the body was also given a tick18 name, and moved up and down in a hopping motion. I then linked the upper thigh to the body. The upper thigh was another tick18 item, and animated to move forward and back. The lower leg was yet another tick18 item, and linked to the upper thigh. Other animated items included the arms, tail, and foot. I then simply cloned the items and used on the other side, but with people, the movement would have to be in the opposite sense (when one leg goes back, the other moves forward etc).
I know people dont tend to hop as high or as fast, but the same principles could be applied. I havent released the item yet, but could email to you for ideas if you like.
cheers
 
Hi Mike

Thanks for your help. I would like a copy of your kangaroo to see how it works.

I'll send my animation so you can have a look at it. Perhaps I'm being too fussy with the accuracy of the animation.

Thanks

Steve
 

Attachments

Sounds like a good idea for kangoroos. :) I think you could also use a dummy instead of a box. ;)

But the problem with humans is that they do very complex animations while walking. :D I think it's better to animate a person step by step.
 
One of the nice things about gMax's big brother 3dsMax is something called BiPed. With this animation tool, which they decided to leave out of gMax, you can easily make a walking human in about 5 minutes using bvh motions, but it only functions in 3dsMax and unfortunatly it doesn't export well so that it can be used in gMax. At least I haven't found a good way yet. However, I have found a way to get around this. So far what I have found is that the joints of the BiPed are animated much the same way we animate objects for FS, postion and rotation. If you make a spline from the trajectories of each of the joints you can at least apply the positional motion to another object which CAN be exported. I have succeded in getting an animated set of boxes out of 3dsMax and into gMax and then linked certain boxes to various parts of a gMax character and it doesn't look too bad. Again, splines could be made from the trajectories of these animated boxes and then applied directly to the gMax character. If you all want to play with what I have so far, I have posted it here:

Walking Boxes

Lou
 
Last edited:
So far what I have found is that the joints of the BiPed are animated much the same way we animate objects for FS, postion and rotation. If you make a spline from the trajectories of each of the joints you can at least apply the positional motion to another object which CAN be exported.

Lou

I know this is quite old thread.
Please explain more about "the spline from the trafectories of each of the joints." I don't get it.
How to do that?

I'm trying to animate ground staff working in the airport. I did it by using biped but it cannot export. If this works, it should work with my project.
Regards,
Tic
 
Collapse the biped trajectories into keyframes.

This should be in the animation tab on the left side.
 
I am still having trouble with animated person.
I used trajectory and changed biped into editable mesh. But I still cannot export by FSX game pack.
My animated person is animated well in Gmax and 3dmax but I cannot export to FSX.
Any suggestions?
 
You are using a skinned mesh checkbox for the material settings?

Collapsing trajectory into keyframes in the animation controller?


Sent with Tapatalk for iPhone
 
Yes, I did both, trajectory and collapsed. It is like the way path constrain animation. I did that so many times and successfully exported.
I export both things together, biped and skin but they fail to be exported.

Does it has something to do with the number of biped structure? Do I need to decrease the parts?
 
Back
Top