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Question by Unity_Mike2012 · Aug 29, 2012 at 06:06 PM · animationfbxrig

I am having problems with rigging, need advice please!

Please review these videos I don't understand why I am having this problem, I am new to game design and I would really appreciate it if someone could point me in the right direction to fixing this issue. Is it something to do with the rig? Does the mesh need more bones?? I just don't understand. Thanks everyone!

Here is Part 1 of my video explanation

Here is Part 2

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avatar image Mander · Aug 29, 2012 at 06:14 PM 0
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is the tong at the same mesh as the frog? did u export all ? i could see the animation play in unity but the tong.

btw it looks good but u could improve the animation to be better, maybe make te head of the frog move upside down givin the feel like if its pushing the tong out. exaggerate the anim to make it look more fluid.

avatar image Piflik · Aug 29, 2012 at 06:22 PM 0
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How is the tongue animated? It doesn't look like a bone animation. You probably have some DAZ specific animations in there that can't be exported to fbx. (Like an animated extrusion or path deform...I don't use DAZ myself, but these would be things from 3ds Max that would pose some problems...and look like your tongue animation)

avatar image Unity_Mike2012 · Aug 29, 2012 at 06:35 PM 0
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the tongue and frog are all one mesh, and @Piflik, the tongue is animated with rotation sliders and scale sliders that are available on a parameters tab. Basically, I lined up the bones as you saw in the video, then you have a tool called weightmap tool, and with that I assigned the different portions of the mesh, mostly using a gradient tool within the weightmap tool, that allows you to make a nice gradient falloff for the weight maps instead of having to paint them on like in Blender. Then, there is a posing section where you, as I said, use rotation, transform or scale sliders to animate your bones by creating keyframes just like in MAX. I can't use MAX because I'm on a Mac, and Maya for some reason (which does run on Mac) has interface bugs because when I tried using it there were panels and buttons I couldn't access at all so my professor suggested I try either Blender or DAZ. I found DAZ to be poor in that it doesn't let you customize very much, but I was able to create this animation very fast and with Blender I can't seem to figure out how to make this same animation. I have also tried removing the scaling of the animation, but when it goes to Unity, the tongue still doesn't animate right, it doesn't twist or bend the way it is supposed to. @Mander, thank you very much! I will take that into consideration, I thought it looked a little "stiff" myself.

avatar image Mander · Aug 29, 2012 at 06:39 PM 0
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take a look at this. one of the 1st lesson of my animation class back in college.

http://en.wikipedia.org/wiki/12_basic_principles_of_animation

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Answer by Piflik · Aug 29, 2012 at 06:44 PM

As I thought. These sliders have no counterpart in FBX, so they will not be exported and thus are not working in Unity. The tongue is there (and also follows its bones), but it is at its lowest length, completely hidden inside the frog's mouth.

You could probably animate the scale of the tongue bone and make it grow that way (also you should never scale part of a rig, generally), rotate it to fake the spiral...it will not be exactly the same like your current animation, but recreating that with bones alone, will be difficult... Alternatively, try to bake the animation, so that it is completely vertex based and try to export that (but I have now idea how/if DAZ can do this and if Unity can work with it).

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avatar image Mander · Aug 29, 2012 at 06:52 PM 0
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Squash and stretch could do the work

avatar image Unity_Mike2012 · Aug 29, 2012 at 07:19 PM 0
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Yeah, like i said, I've tried to take out the scaling and just left the rotations, but it comes out like this:

What it looks like when scaling is taken out: Part 3 fbx problem

I don't know how to bake in DAZ, the only time I've seen the word bake when using it, is when you use the right-click menu on the animate2 tab, there is an option to "bake keyframes to timeline" but I've played around with it and that is only used if you want to take one of the "aniblocks" which are DAZ's factory preset animations that are primarily used for models provided exclusively by DAZ, and then place those keyframes into the timeline which is another tab in DAZ where you can set keyframes or delete them or select them individually to change the sliders around. What I think I need is to probably make the tongue a separate object, and have it rigged with many bones not just two and animate it like a snake or a whip, and then if I need to scale it in Unity to make it "hide" in his mouth when closed and pop out when open and then back to hiding, I could just make that scale animation in Unity. But for all the rotation/twisting animation, I am not sure which software would be best to do that in, I think I want to get away from DAZ since it is user limited and there isn't a lot of documentation for the software.

avatar image Unity_Mike2012 · Aug 29, 2012 at 07:22 PM 0
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@Mander thanks, that's definitely a helpful link!

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