Over the past few days, I've been dealing with the same Session Freeze problem: Session freeze and / or feature conflict detected with the current graphics device . The program will be shut down now . Please save your project to avoid loss of data . By restarting the program the faulty graphic...More
I am posting here at the suggestion of Rampa after posting this problem in the forum. I created a path to walk my character through a labyrinth. It was created all at once with me placing points in the correct order from beginning (Red outside labyrinth) to end (Blue center of labyrinth)...More
When you make changes to the curve handles in the Curve Editor and then make any change to the transforms you immediately lose all the changes you made to the curves on that frame because it treats this as a new key and resets every curve handle to the default setting. This makes it very difficult...More
Whenever you set any Transform key on an object, be it moving, rotating or scaling, it sets a key on ALL transform tracks Translate, Rotate and Scale, as demonstrated in this video: https://www.youtube.com/watch?v=sKrO9x9JQ7g&feature=youtu.be&t=123 This is *really bad*....More
When trying to match different mocap animations you need the body to be in the exact same spot. There is a need of an alignment-tool to do so; Right now the best way is to use the reach-targets, and use them between scenes; but it's an issue when the pelvis is supposed to move. You should...More
We all know that Female 02_Basic Walk is horrible, it doesn't loop properly, it raises one foot higher than the other, the hip doesn't pivot the same amount as the other. It's fine if you want to animate a character that was walking after being stabbed in the leg? So I took the time to correct...More
Currently, when Prop Puppet is used to animate a child object, the position and orientation of the parent object seems to be ignored. For example: 1) Create 2 primitives, Parent and Child. 2) Attach Child to Parent....More
According to the iClone manual, it should be possible to use IK with non-human characters using Bone Edit Mode in the Edit Motion Layer panel and enabling the IK Constrain option. However, the following steps will demonstrate that IK currently seems to be broken for non-human characters:...More