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Question by MikeErty · Apr 16, 2013 at 08:54 AM · animationbiped

How to stop biped centre of mass animation.

I have a biped animation made in max. Rather than make $$anonymous$$m walk on the spot I had $$anonymous$$m actually move $$anonymous$$s centre of mass forward at the right speed because it's easier to do for a limping, stuttery walk cycle. But because I use planted keyframes to keep $$anonymous$$s feet still and utilise IK I can't just go and delete $$anonymous$$s COM (centre of mass) keyframes to make $$anonymous$$m stay on the spot.

Result - When the character walks in-game he travels forward WITHIN $$anonymous$$s forward motion, then when he restarts the loop he flicks back about 3 foot w$$anonymous$$le still travelling forward. Obviously t$$anonymous$$s is because the FBX contains about 3ft of $$anonymous$$m walking forward but I'm sure there must be a way to just disable that in the import settings so $$anonymous$$s COM doesn't move? (Sure i saw someone elses anim clips that had the character actually covering distance but staying on the spot as it were in the actual loop). Or do i have to manuall go back to max and fiddle with the keyframes and re-export?

Thanks for reading!

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Answer by MikeErty · Apr 16, 2013 at 12:51 PM

Again, a colleague came up with an easier solution - turn 'in place' mode on in max before export... been using it for years and never even knew that was there... doh!

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