
miharu0607 wrote:I've decided that I want to be like Lucian![]()
So I'll publish some videos, and well uhm I guess I gonna send them to some people (you, peteypan and maybe nigogu if he would be kind and polite). It's pissing me off, that we don't get enough credit for the things we do, so... many people simply don't deserve it
And I am understanding now Lucian in 200%
I just finished Agassi's forehand and Ferrero's forehand.
miharu0607 wrote:@Teishino - I've got my own thread, but it's like three people taking a look in there.
miharu0607 wrote:Ok, which one is better, they're both Agassi's - with some differencies in locating certain frames.
@Teishino - I've got my own thread, but it's like three people taking a look in there.
miharu0607 wrote:I've decided that I want to be like Lucian![]()
So I'll publish some videos, and well uhm I guess I gonna send them to some people (you, peteypan and maybe nigogu if he would be kind and polite). It's pissing me off, that we don't get enough credit for the things we do, so... many people simply don't deserve it
And I am understanding now Lucian in 200%
I just finished Agassi's forehand and Ferrero's forehand.
RFKing wrote:I got this problem
Neeky McDeez wrote:So, I'm now creating animations with the real sweet spot, and after a quick analysis, I'm coming to those sweet spot values (0.2 +/- range) :
BH-1h : x = 8.6 / 9.0, y = -2.7 / -3.1, z = 10.5 / 10.9
BH-2h : x = 7.1 / 7.5, y = -7.0 / -6.6, z = 9.7 / 10.1
BH-slice : x = 7.8 / 8.2, y = -4.6 / -4.2, z = 8.6 / 9.0
FH-1h : x = -11.6 / -11.2, y = -3.8 / -3.4, z = 12.4 / 12.8
FH-2h : x = -9.6 / -9.2, y = -2.0 / -1.6, z = 10.8 / 11.2
Serve : x = 0.85 / 1.25, y = 1.0 / 1.4, z = 29.2 / 29.6
If any other animator can confirm so we can all agree![]()
Anyway, it will take me a looooooooooong time to convert my old animations with the actual sweet spots, but I'll work on it
I just reupload the biped with the .max file with the meshed up biped file with the following modifications :
- Only first key, with the normal stance
- 17 Frozen elements : arm twists, racquet + bone, toes, right fingers (we don't need them), middle spine (shouldn't be modified IMO), footsteps. They follow the body but can't be modified directly. They can be unfrozen anyway.
- 6 spheres which coordinates "materializes" all sweet spots (i'm not a fan of creating the hitpoint frame, I think it makes the animations less smooth.
How to create those spheres :
1. Go the right panel
2. Click on the "Create" white arrow symbol
3. Click on "Sphere" in object type then develop the "Keyboard Entry"
- Creation Method : Center
- Let other values as is
4. In Keyboard Entry, enter the coordinates of the sweet spot with the average coordinates (ie : x = 8.8, y = -2.9, z = 10.7 for a 1h-BH) and a 0.2cm radius, then click on create.
5. The sphere is created. If you want, you can select it on frame 0 then "freeze selection". It's not necessary but it can be useful. But, don't forget that if you want to unfreeze it, in MAX8, you will have to unfreeze ALL frozen elements and not just one...
6. Now you can make your animation with the center of the racquet passing by this sphere. This will give you the frame without having to actually create it.
7. To be more precise when looking for the right keyframe once your animation is finished, I advise you to upgrade your frame rate to a custom 300 FPS in the time configuration window to have a 0.1 precision keyframe.
8. The number of the frame will be multiplied ten times, so you should divide it by ten to have your hitpoint keyframe (ie : frame 176 => 17.6)
9. Don't forget to erase the Spheres before exporting your animation :p
10. To manage the sweet spots, enter "H" in Max, they will appear at the bottom. Double click on one to select it.
I also got this problem when I started to make animationb,but with the help of megyem30,it was solved so you can follow his stepRFKing wrote:I got this problem
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