about 360 smart bones notworking

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mohgirl
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about 360 smart bones notworking

Post by mohgirl »

My character walks without any problems when creating 360-degree smart skeleton controllers, but it fails when creating 360-degree smart skeleton controllers from the side. What could be causing this problem?

https://www.dropbox.com/scl/fi/a83p0urb ... 18l6w&dl=0
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synthsin75
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Re: about 360 smart bones notworking

Post by synthsin75 »

Looks like you just rotated the side 360 controller too far, especially for such a short range of frames.
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Panha
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Re: about 360 smart bones notworking

Post by Panha »

Try not to use cycle, you can cycle on the controller on the main timeline when you animate.
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mohgirl
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Re: about 360 smart bones notworking

Post by mohgirl »

synthsin75 wrote: Sun Nov 16, 2025 7:30 pm Looks like you just rotated the side 360 controller too far, especially for such a short range of frames.
I rotated the 360-degree rotating skeleton a quarter of the way, but the movements were still disordered and it wasn't working.

https://www.dropbox.com/scl/fi/bvv98999 ... ify37&dl=0
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sang820
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Re: about 360 smart bones notworking

Post by sang820 »

:shock: Alternatively, you should note that the initial angle of the skeleton at frame 0 is 0, as I encountered a similar issue earlier. When you create bones, the angle is not always 0 :shock:
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synthsin75
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Re: about 360 smart bones notworking

Post by synthsin75 »

Hard to tell from just a video.
mohgirl
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Re: about 360 smart bones notworking

Post by mohgirl »

sang820 wrote: Sun Nov 16, 2025 9:30 pm :shock: Alternatively, you should note that the initial angle of the skeleton at frame 0 is 0, as I encountered a similar issue earlier. When you create bones, the angle is not always 0 :shock:
Bones created by holding down the shift key
mohgirl
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Re: about 360 smart bones notworking

Post by mohgirl »

My side-walking technique, implemented using the official documentation, still failed. What could be the reason?


https://www.dropbox.com/scl/fi/08cv5p85 ... c0ddf&dl=0
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sang820
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Re: about 360 smart bones notworking

Post by sang820 »

mohgirl wrote: Mon Nov 17, 2025 12:31 am
sang820 wrote: Sun Nov 16, 2025 9:30 pm :shock: Alternatively, you should note that the initial angle of the skeleton at frame 0 is 0, as I encountered a similar issue earlier. When you create bones, the angle is not always 0 :shock:
Bones created by holding down the shift key
:shock: 你按什么键,根骨骼什么角度无关,查看0帧下你创建那根骨骼的角度。归零。
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synthsin75
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Re: about 360 smart bones notworking

Post by synthsin75 »

mohgirl wrote: Mon Nov 17, 2025 1:10 am My side-walking technique, implemented using the official documentation, still failed. What could be the reason?


https://www.dropbox.com/scl/fi/08cv5p85 ... c0ddf&dl=0
Looks like there's some problem with the target bones. This sort of setup works here, so I don't know what the difference is.
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Víctor Paredes
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Re: about 360 smart bones notworking

Post by Víctor Paredes »

Inside of the action, the thighs and calves have rotation keyframes. That breaks the IK.
Go to the action, select the legs and calves' bones and remove the rotation keyframes from them.
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synthsin75
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Re: about 360 smart bones notworking

Post by synthsin75 »

Ah, that makes sense. The smart bone driving the leg bones is overriding the targets.
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Re: about 360 smart bones notworking

Post by mohgirl »

Víctor Paredes wrote: Mon Nov 17, 2025 9:58 am Inside of the action, the thighs and calves have rotation keyframes. That breaks the IK.
Go to the action, select the legs and calves' bones and remove the rotation keyframes from them.
Yes, it worked after I removed the keyframes for bone rotation in the lower leg and thigh.
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