Yeah, I bought these in December 2017
and I had a long back and forth mail conversation (between 12.28.17 and 01.21.18) with developer...
I got both Mech Constructor Packs...
All the motions "realign" to the start point...
So wenn i let the bot walk and do another walk, the bot restarts at the beginning.
How do i get a long walk, walk left, walk straight, run,... without having the bot slide back???
And how do i get the wheels spinned?
I even can't make a subprop out of them in 3dXchange?
Damn, that's not what i expected ;-(
There used to be a ``Reset Motion Root`’ button in the iClone animation settings but it does not seem to work with Props in iC7…
The workaround is to attach the robot to a moving dummy and scale the dummy animation to fit the walk
but this is also a challenge because I cannot find the button to remove horizontal translation from the animation segment in iC7…
Duh ☹ This is how the animation was provided to me by Slava … … Hum… I will need to dig into this…. Give me a few days…
I apologize for this..
thanx for the quick reply!
And i am looking forward to have the whole bunch of robots working like they should.
That the tanks don't have real working tracks is reasonable for the price they cost,
but that the wheels don't spin when "rolling" is a nogo...
So at least they should be available as a single object so we can spin them ourselves.
Some "rolling" animations seem to start a spinning (stop abruptly) of a single wheel but that's all.
So i see one wheel spin a bit, the rest does not spin at all ;-(
I can imagine this means additional work for you, but for the moment most of the packs is useless...
Just a small update…
I am able to repeat the animations perfectly in 3ds Max with a setting that resets the motion root after each animation.
I am waiting for feedback from RL on how this can be done in iClone 7 as I could not find a way to make it work. ☹
RL are off for the holiday so this could take a few days…
I can of course generate longer baked walk and run animations and bring them into iClone
but this still is not enough because applying a turn motion will still bring pack the object at the origin
which is not desired so I need to wait for an answer from RL on this before wasting too much time.
I will keep you posted .. Hope you are not on a tight deadline !!!
thanx for the update...
I hope RL can help to find a solution and i have the mechs working soon.
No tight deadline
RL will fix the issue in an upcoming version of iClone, something like 7.21 …
In the meantime, I have generated longer walk and runs which I will upload this weekend.
I will post a message when ready.
thanx for the update.
Longer walks work but "turns" are still not possible (moves back to origin) and wheels are not spinning ;-(...
Hope everything works after patch!!
This was a lot of work. I did not do the turns because for turns, you can have the character follow a path.
The only alternate fix would be to add all rotation motions neutral, i.e. without translations
but then you would need to attach the prop to a dummy and have the dummy move forward…
Unfortunately, the real fix is really on the Reallusion side. But it is in the pipeline.Never heard again from him and I was too frustrated to ask for further updates as he states problem is on RL side...
Seems this was never fixed...
I have no time to dig deeper into this but I found the project (IC7 May 2019) where I used those walkers.
I remember I found a workaround, kinda "keyframe + pushing forward + keyframe" when adding new motion,
it was definitely not a one click solution and frustrating...
Project in IC8:
Timeline Walkers IC8
Timeline Walkers IC7
I also would have expected this would work now, it seems it doesn't...
Toystorylab on Vimeo : Crassitudes (my "Alter Ego") on Youtube: