View Full Version : Leg does 360 when going in air problem
Lonelyeco
21st Mar 2011, 01:17 AM
Hello. I'm making an animation that lifts the person in the air. Like if you're on the moon and jump. Other animations have worked fine for me. But it seems when I lift the sim in the air there's a problem. Here is a look at it. I think it might be somthing i'll have to fix in simpe.
360 Leg issue (http://www.youtube.com/watch?v=37kTChC_5wU)
Echo
21st Mar 2011, 01:40 AM
Take a look at "When my object is turning in a circle, it suddenly spins around in the opposite direction for no reason!" in this post:
http://www.modthesims.info/showthread.php?t=239168
Lonelyeco
21st Mar 2011, 07:09 AM
@ Echo How Would I go about this. I was gonna try to lower the rotation, but I don't know if it would be forward or backward. It doesn't show me in milkshape. Also, would I be able to possible change the degree in milkshape and still have it come out as planned?
Echo
22nd Mar 2011, 03:25 AM
Just make sure it keeps going in the direction it starts. So if the keyframes are at:
-120
-140
-170
170
then that 170 should be -190.
But if it goes:
120
140
170
-170
then that -170 should be 190.
Unfortunately, the way the milkshape plugin works, it's not possible to have it come out the way you intend, no.
Lonelyeco
26th Mar 2011, 03:42 AM
Just make sure it keeps going in the direction it starts. So if the keyframes are at:
-120
-140
-170
170
then that 170 should be -190.
But if it goes:
120
140
170
-170
then that -170 should be 190.
Unfortunately, the way the milkshape plugin works, it's not possible to have it come out the way you intend, no.
Thanks for the help, but it seems it's not working for me. I guess you can't start an animation on the ground and have it go in the air without an issue. So what I'm doing is starting it a bit off of the ground. I'll see how it goes.
grykon
30th May 2011, 09:53 PM
I've run into this type situation myself on an animation. I do not rotate the body over 180 degrees, and yet the legs spin up around the body forward and aft and the Sim doesn't finish the rest of the animation.
Have you found an answer to it Lonelyeco? If so I would love to know what you did. Strange how the legs spin around like they do instead of the body rotating around.
Lonelyeco
18th Jun 2011, 06:10 AM
I've run into this type situation myself on an animation. I do not rotate the body over 180 degrees, and yet the legs spin up around the body forward and aft and the Sim doesn't finish the rest of the animation.
Have you found an answer to it Lonelyeco? If so I would love to know what you did. Strange how the legs spin around like they do instead of the body rotating around.
No, I still have found no solution, but I am still looking around because the dance moves I animate require that 180 movement. Also, most of the time this happens when I have an animation that has a jump. I don't even have to move the legs over 180.
Lonelyeco
18th Jun 2011, 06:41 AM
Just make sure it keeps going in the direction it starts. So if the keyframes are at:
-120
-140
-170
170
then that 170 should be -190.
But if it goes:
120
140
170
-170
then that -170 should be 190.
Unfortunately, the way the milkshape plugin works, it's not possible to have it come out the way you intend, no.
Hey, I believe I found what you were talking about. But I'm not sure hot I should go about this. It doesn't look like your example. I'm gonna mess with it a bit to see what happens, but aldo show you a pic and see what you think.
NixNivis
31st Jul 2011, 12:21 AM
Lonelyco, yes, you're on the right track. :) I don't know if you've already found how to go about this, but in case you haven't:
First, select the joint you want in the drop-down list. Then, if you look to the right of the list in your screenshot, you'll find a table with fields for Time Code, Name, Parameter 1 and two Unknowns. Click on the x, y or z line for the keyframe you're interested in, and look at the values in the Parameter fields. The second value is the rotation, and that's what you'll need to change if it doesn't match the others for that axis - like the x in your second keyframe, that has a negative value whereas the x's in the other keyframes have a positive one (which would make the leg spin). That's what Echo is talking about.
Hope this helps!
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