Okay, I've put a cape on VX Female, but the cape isn't animated. Can anybody tell me how to go about adding the parts of the keyframes that will make it move?
Where the pieces are varies. But somewhere either under the Handle node or the Biped node if you look far enough down on the mesh you copied the cape from (often under Spine1) you'll find nodes named (usually) Cape_top, cape_bottom_right, and cape_bottom_left.
In my experience, I've had to copy those pieces to the corresponding mesh to make caped keyframes work with it.
I did that; the VX mesh wouldn't let me copy the cape without it. None of the VX Female meshes have capes, so there aren't any kyframes to go with them. I was wondering how (and which parts) of VX Male keyframes to use to make the cape move.
From what I can see (I haven't done any keyframe skoping yet - my computer barfs when I try) L Clavicle, R Clavicle, Spine1, Scene Root, and the cape_top and cape_bottom pieces I mentioned before.
Quote from: Kenn on March 02, 2010, 06:37:34 AM
From what I can see (I haven't done any keyframe skoping yet - my computer barfs when I try) L Clavicle, R Clavicle, Spine1, Scene Root, and the cape_top and cape_bottom pieces I mentioned before.
So, I'm not the only one who has trouble scoping keyframes. I either end up with a hung computer or non-functional keyframes.
No, Glob. You are not. I've been trying for ages to figure out how to add nodes to key frames. Whenever I try it the node is added to the bottom of the file where I need it in the animation set.
If you can tolerate a slightly stretched VX_female, by renaming some of the Node the mesh can be made compatible with VX_male keyframes.
VX_female with VX_Superman2 Keyframes:
(http://i305.photobucket.com/albums/nn203/whyteknyght/Clipboard01-3.gif)
I'll give that try.