Some problems with this wonderfull soft...

Hail everyone!

I’m quite new to blender so I’ve got plenty of simple questions…

It seems that most of you use empties on knees and elbow to animate human squeletons but as I’d like to make “real time” animation, the only solution I found yet is to use motion actuor with torque on bones…

  • First is it a good solution?
  • Is there a way to prevent some bad rotations of elbows/knees to occure by using constraints or something else?
  • Is there a way to prevent the arms of my character to enter his body?
  • anotrher serious problem I have: I’ve built a squeleton in 5 parts (2 legs 2 arms and a spin) , I’ve join them, made vertex group for my mesh body an made the armature a parent of my mesh. But when I rotate the back down, the arms stay in the airs and don’t follow… The mesh body was build in joining several little mesh could it be the problem?

Thanks for your futur help guys!

Hello Arkis

Yes, the good solution to “real-time” animations is to use Actions
You can use constraints and then “bake” them to use it in realtime

Have you linked the arms and legs to the spine???
If yes check again the vertice groups assignement!!

Bye
António

Welcome :slight_smile: but I’m not sure they are so simple…

Actually we use IKA bones on wrists and ankles, much better than empties, empties are old fashioned.

Never done realtime myself.

No, you’ll have to wait a newer release. This is anyway something a lot of people wants.

No

Difficult to say without the Blend, The armature moves altogether or also
the armature ‘arms’ stays still?

If this is the case you have parent problems inside the amature.

If on the other hand the arm armatures move but the arm mesh stays then you have vertex group problems.

you’re welcome Stefano

Thanks a lot for your quick answers!
It will provide me to search in vain for solutions for my elbows…
OTO, what do you mean by “baking constraints” ?
Yes, my arms and spine of my skeleton are joined (when I select the spine it also select the rest of the squeleton) but when I rotate my spine, my arms’ armature also stay in the air…
How can I made parents relations between my arms and spine if they are part of the same armature? In pause mode maybe? II’ll try this…
[/quote]

Baking means using the Bake functions (look at the Action window, there’s a Bake button there) to burn all the constrained motions of the bones to standard FK motion in IPOs. Then, and only then, the motion of the constraints can be used in the game engine, since it only uses FK motion.

Martin

Hi again

I’m not talking about joining, but, linking

Select your armature, enter Edit mode and press A key
to select all the bones.
Now in Edit window you’ve button boxes with the name of
the bones and at right side the link buttons
You must press the buttons of the bones to link and
search the bone name taht will be the parent
After that your armature should have some doted lines linking
the bones

Bye
António

Great Thanks!
Now my arms move with my body! How can’t I think sooner of it?
I still haven’t try baked constraints, but I’ll work on it…

Well, another problem here… Can I make am actuator motion/torque that will affect only a particulary bone? I haven’t found how…

I begin to believe that power without controle is quite frustrating… like my experiences with Blender in fact…

  • When I hit Pkey and enter in game mode from any 3D view (except for camera view), I can see my character quite perfectly (exept for a transparency problem in the jointure beween his arns and shoulder).
    But when I am in camera view and hit Pkey, I don’t see anything… Where does it come from?
  • How does the message sensor work? I want my character to be moved by orders given by another application so I have wroten a socket communication script in python with blender as a serveur, but how can I make the messages from my client become sensors?
    BTW, many thanks for all your answers guys, you’re very helpfull !!

Hello

Í guess that you must read as much tutorials as you can find
To move your bones (or a bone) you should use Action keys (and actuator)

Before press the P key switch to camera view, if your character is there,
in game mode it’ll be there too (unless action or ipo keys put the character
or the camera away.
Control tha game engine by other aplication or python is “too much” for me
Bye
António

But when In camera view BEFORE pressing Pkey, I see my character… but after pressing Pkey he disapears… and that’s what I don’t understand. [/quote]

Forget it…I still understand why it wasn’t working, but I’ve erase my camera and create a new one and the problem’s gone…
I must have made something wrong but why…

However, thanks for replying !