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[GTA SA] Trans Key And Position Question


Mauritium
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Hi guys! Sorry for asking again about the animation stuff, but there is an easy question for experienced animation modders. I am making an entire animation set for one specific skin, It goes well but sometimes, the character doesn't look "right" (Because my weird rigging), so I change the position of the bone and it looks fantastic, but the position change is removed when I remove the "Trans keys" in the Animation Manager.

 

I've tried not to remove the most important to see what happens, but is still the same, all the positions reset.

 

5A919E213.png

 

Is there any way I could keep the position without getting the weird bone collapse of trans keys?

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The problem may not be the animation, but the assignment of the vertices to the bones:
Perhaps the joints were assigned to a single bone.
The joints (shoulders, elbows and hip, especially) must be assigned at least the leaders of the two bones of the joint.
If you look at the vertices of an SA model, it see that they are of different colors:
Blue: Not connected to the bone in question.
Gold: very little allocated.
Yellow: slightly assigned.
Orange: average assigned.
Red: Very assigned.
It is very difficult to make from scratch such exact 'weighing' of vertices, it is a common problem of rigging...
So, first check this in 3dsmax.

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The problem may not be the animation, but the assignment of the vertices to the bones:

Perhaps the joints were assigned to a single bone.

The joints (shoulders, elbows and hip, especially) must be assigned at least the leaders of the two bones of the joint.

If you look at the vertices of an SA model, it see that they are of different colors:

Blue: Not connected to the bone in question.

Gold: very little allocated.

Yellow: slightly assigned.

Orange: average assigned.

Red: Very assigned.

It is very difficult to make from scratch such exact 'weighing' of vertices, it is a common problem of rigging...

So, first check this in 3dsmax.

 

Hi Automan, thanks for the reply. What you are saying is correct, two sectors of the arm are connected to it's respective bone. I did this on the rig to simulate old Tomb Raider feeling of separate arm sections. Not really a fan of rigging them like a normal ped but I guess I'll have to, hahaha!. I had some problems rigging because CJ's shoulders are too separate for the tiny Lara model, so y displaced her arms to CJ's and then I modified the mesh to make them closer, that could explain some problems in the animation too. Thanks!

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