3ds Max :: Add 30 Keys In Middle Of Animation
Dec 13, 2012Solutions for shifting keys, like if you need to add 30 keys in the middle of an animation?
View 5 RepliesSolutions for shifting keys, like if you need to add 30 keys in the middle of an animation?
View 5 RepliesI seem to have accidentally animated Exposure Value (located within the Exposure Control).
I don't know how to eliminate the animation and even though I try to manually reset the Exposure Value by turning of Autokey and then setting Exposure Value to the setting I want, I keep encountering a persistence of the animation.
What I mean is that I might reset the Exposure Value to zero, but then when I scrub the track, the Exposure value starts to change. I cannot figure out how to fix this as no matter where I reset the Exposure Value, when I scrub back and forth on the track, the Exposure Value changes to other values...
I've tried looking in the Curve Editor, but haven't been able to find keys. I also don't see any keys in the track.
I've been having this issue with Maya's timelines since my first usage of 2010 (on Windows) and now 2011 on Mac. The problem is an odd one, My keys start to show up "between" two frames in my timeline. This makes selecting and moving, and judging timeline distances super difficult. If I open up the graph editor, I get the same results.
I'm running Maya 2011 x64 Educational SP1 on Snow Leopard 10.6.8 on an 2009 iMac. I'm not sure this has any bearing on what is happening in my timeline, as I've had similar results on a Windows machine a few years ago.
I've been working on this scene for a few weeks now, and only recently did this start happening, near the end of the timeline in the scene. I am working at 24fps REALTIME, which is necessary for the project. I have also tried scaling the timeline up and won, but I get no relief from the problem.
I made a stupid mistake and started lip-syncing a long piece of animation at 25 FPS instead of 24 which I need to use. I just set it to 24 and it put all of my keys on frames like 10.68 or 54.22, it has become really frustrating to animate with. I was wondering if there's some way to snap these keyframes to solid keys instead of having them on decimals, I don't care if the animation is slightly off, I can fix it later.
View 2 Replies View RelatedI'd like scale my biped animation. I have 200 frame mocap animation, all frame has keys. I want scale it to 72 frame. I found how can I scale the keys, is ok, but after scaling the bip01 bone jump there and back.
View 1 Replies View RelatedIs there anyway to delete frame blending in Track Editor in between keys?
View 6 Replies View RelatedI don't remember how to copy keys on the timeline by dragging MMB.
I tried Shift + S, Ctrl + S and is not working. What is the keyboard shortcuts ?
i'm guessing in track view/curve editor or in the parameter editor...
View 1 Replies View RelatedHow to copy and paste keys? Can I do it in the timeline or graph editor, how?
View 1 Replies View RelatedI'd like to know if it is possible to add multiple keys on multiple curves in one step in graph editor as marked on attached image.
View 2 Replies View RelatedI am currently working on a game and am pretty new to the world of Maya ( 2D animator gone rogue!), I have some animation that I am cutting and I have noticed something I find strange. There seem to be multiple keys inside one frame ( see pic). I am guessing this is something extremely obvious that I as a new user do not understand, how to edit these keys within the frame?
View 1 Replies View RelatedIs there a setting for the time range where I only see frames that have keys? say I have the keys spaced out over time for my animation. but now I want to just veiew the keys and I don't want to use < and > to run through all the keys and I don't want to have hundreds of frames to scroll through..
like a Show-key frames only. type of thing.
There is no motion in my meshes when using set key or auto key.
So lets say I have a cube and set a keyframe at 1 and move it a little to the right and set a keyframe at 13, between 1 and 13 there's no motion from 1 to 13, just it jumping straight to 13. I hope that makes sense, I've tired going to Animate setkey options and checked current manipulator handle, didn't worked.
I made a walk cycle (walking forward). I saved the .bip file and what I want to do now is load the walk cycle and loop it a couple of times so that I can fine-tune a couple of things. The problem is that when I load the .bip file from the "Load Motion Capture File", I get many unwanted keys, as if I were loading a MoCap file or something. I want the same keyframes I used in the original animation, just looped. Been playing with Key reduction settings for a bit, but couldn't figure out how to do what I need.
View 1 Replies View RelatedHow to make so that when you move any object in scene(3ds max), your time slider is moving, for example to 3 keys and creates the keys.
If its an script option, Give me some code for example of doing something like that, using functions of slider, so i can logically came to solution in this hard stuff(will take time i guess).
I am having trouble with setting rotation to other then linear for the IK Controls, the FKs work fine. Is this some limitation, or option that I am missing ? Also, the keys are displayed as diamonds instead of the usual squares, so I guess there is some lock which I cannot find.
View 1 Replies View RelatedI have a skeleton with baked motion capture keys on every frame. I'm wondering if there is a method to convert these baked keys to curves, so it will be possible to start cleaning up the animation. I'm fairly new to dealing with mocap. Perhaps there is a method for achieving this in Motion Builder rather than Maya, that I'm not aware of?
View 2 Replies View RelatedI've got a character that is based on a product and I want the face to animate without distorting the texture. ie I'd like the texture to slide across the geometry in a specific way as it animates.
I've animated the UV coordinates so that it does this, but I'd like to link the UV keys to the morpher modifier so that they animate automatically.
Is this possible?
I am using Max 2011
I've just installed GIMP to see if it can replace Photoshop for me. But I experience some weird troubles. When I try to use the text tool I can't type anything because all the keys acts as shortcut keys. Aren't these supposed to be overridden when using things like the text tool? I also have the same problems with dialog boxes. The tab key is used to hide toolbars, but when I open dialog boxes I would rather want to use tab to jump from one input box to another. Plus I couldn't enter numbers because the number keys was shortcuts for zoom level.I guess I'm just doing this all wrong? I'm on OSX Maverick.
View 5 Replies View Relatedis there a way to make "hot" keys so you can get to a function with out navigating ......like flatten an image has none but hue/saturation has ctr-u
and selective color has none ...any tips tricks or insults...... just playin
i waste a lot of time navigating photoshop add those seconds up and you have another work day....
I have rigged a character and made it into a character set in which i have locked the scaling attribute , I have then saved this file. I have then referenced this file and and have done a walk cycle animation and saved this file. I have then realised that I needed the scaling attribute when I have added other parts of my scene. Is there a way to unlock the scaling attribute in my walk cycle animation file or will i have to go back and change it in the rigged file, create a new character set and do the walk cycle animation again?
View 2 Replies View RelatedIn the timeline panel in CS6 EXTENDED, you have a video feature, where you can animate three things:
Position Style Opacity
What I would like to know, is: How can I animate rotation of a layer? I want to rotate my layer at an angle and animate it. But when I rotate, the first animation frame is also rotated, resulting in NO animation between the frames.
How do I remove the blues eye lines and text when creating a animation preview?
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My current scene has 10 animation layers for a character, and seeing every f-curve from all layers, although grey and locked, when I only need to see the f-curves in layer I'm working on is really cluttering the graph editor. My current work around is selecting my active layer in the Layer Editor every time I select a rig control. Simple enough, but a pretty inefficient way of working. I can't seem to find a setting that allows me to just see ONLY the fcurves in the active layer. I imagine some of you out there may have hundreds of animations for a single game character.
View 4 Replies View RelatedI'm trying to animate a moving rope based on simulation data. I know how to import my motion data for individual objects.I've seen lots of tutorials where one uses simulations or soft bodies with IK in order to create a rope. how to use all these features and I want the rope to follow my coordinates exactly. I was hoping I could do something like the following:
1. create points in Maya which correspond to my data points
2. connect the points with a curve
3. loft a circle using the curve as a path in order to make a rope
4. move the points. due to History, the rope position is updated
Is there a way to do something like this in Maya? I've tried, and it looks like ep points do not have key-able channel data, so I can't create animations for them separately. I'm using .mov data file imports to generate x, y, and z motion keys for the points.
How The Blaster set in the middle of the tread.
View 2 Replies View RelatedI have an image with many layers. I want to cut a vertical strip out of the middle of one of the layers because I want to narrow the transparent gap between the left side of that layer and the right side. That is, my image has stuff on the left side and stuff on the right and a gap in the middle through which shows the pattern in the layers below, and I want to narrow that middle gap. I want to do the same thing as cutting a vertical strip down the middle of that top layer with scissors so I can scrunch the sides together, so less of the patterns on the layers behind shows through.
Is there any way to do this? It doesn't work when I simply select the area I want to cut and click "cut" or "clear" - those commands don't get rid of the canvas in that section, just the contents, which are transparent anyway.
I'm trying to avoid resizing the canvas and then laboriously reconstructing the layer with all the finicky alignment issues, because that seems unnecessarily time-consuming, when all I need to do is remove a gap in a blank section. I tried using guides to guillotine the image, but that, too, is turning out to be time-consuming in terms of reassembling the image. I know I must be missing something obvious - how does one simply remove a selection of the canvas (and not of the image itself) with the selection tool?
i need to do a loop animation of several stripes that starts at lets say 2units distance from each other, they separate slowly and by the end they have 15units separation, my problem is that each stripe is a separate object, so i offset their keyframes, but when i want to tweak the keys on curve editor they dont apply to the other copies. Any other way to do this simpler?
quick example on the image attached, real application on the video, video shows the animation(rendered sequential images of 1 loop then applied as texture) but with linear speed, so constant separation, i need to apply the above here, these dont only move on the X axis but on the Y aswell, while keeping the symmetry fixed on the center.
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I have a list of motion capture, those mocap didn't track the fingers so the hands are always opened. In some of these mocap I need the biped hand to be closed. I've been looking for a solution for about a day now. I think I'm in the good way which is to create a biped layer animation where the hands are closed and link the hands of that layer to the original layer. so I would be able to save that layer and apply it to every mocap animation that need to be readjusted. The only problem is that I'm not sure if it's the better way and I don't know the procedure.
View 2 Replies View RelatedI have an assignment for a class where part of the final project is detailing the construction of a mold for a part. The animation that I would like to do would show the build up of the part in a 3D printer layer by layer. The closest method of animating this that I can think of is unfortunately backwards.
As I would have the part and a camera facing up from the bottom of the part and would have a plane that would recede upwards in the y direction. This would reveal the part as the plane translates in the y direction.
This might be okay, but the problem is that I would like to show this from a camera on top facing down instead of a camera on bottom facing up. How I can create the look of a part being built up in this additive method?
ill be working on a project for about an hour and ill pres enter after moving it and it will just crop out the middle of the image? even if i dont press save, it will reopen and still be gone. it also effects not just the image i was working on but some of my other projects from photoshop im doing.
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