3ds Max Animation :: Animate Hide / Unhide Of A Set Of Objects
Aug 14, 2013
I need to animate the hide and unhide of a set of objects, I know I can use the visibility track to do this, but I have two issues with this, one, this will not hide it from the view while animating or looking at it in wireframe, which makes it difficult since I'm doing some previz and I need the object gone from the wireframe view... Two, there is an object (I bought them) that refuses to take the visibility track coming from the master object, and it does not have its own one, so I don't have a clue why it ignores it.
Also know that I can suddenly move the object out of the camera view, but was trying to see if there was something a bit more elegant than this, a script to animate the hide and unhide of a groped object would be the ideal thing, but searching the web for it didn't return anything useful.
I'm trying to create an animation of a group of objects being assembled, then being placed in a box. once i've assembled each object, how can I move / rotate all objects simultaneously as if one complete object?
When I try the attach command, it removes all previous animation on each individual object.
Say I have 400 boxes and I want to animate each box to move up and down along the z axis randomly. How would I go about doing that? I assume somehow with the noise modifier, but I can't figure out how to get it to work with motion and not the shape of the object.
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.
I'm building an animated menu in the latest version of Adobe Animate. There are 5 different animations that happen within the same box on the main stage. I have made each animation it's own symbol. I want to trigger the animations from text boxes to the left of the box where the main animation takes place. The text boxes are not apart of any of the symbols, but are just on the main stage.
When someone scrolls over any of the individual text boxes i need to play one symbol's timeline AND hide all of the other symbols from the stage.
I've created a new video player for my client who has bounced the job as the subs are overlaid by the controls of the video - he still wants the full screen option but does not want to see the controls once you play the video.
I have a project in Edge with a couple of screens as symbols on layers in the main timeline. I've been trying to write a function in the global scope that I can call from all the buttons, to show and hide screens.
So far I have a function that looks like this:
function mainScreenOut (){ sym.$("screen1").hide(); }
But this and many variations don't seem to work. how to use these jquery commands properly?
All- I have a symbol on the main stage called "Con-main" that has a symbol inside of it called "VID-PLAY". I have a symbol inside of "VID-PLAY" called "RC-VID"
I'm trying to hide this symbol on creationComplete within VID-Play
sym.getComposition().getSymbol("CON-MAIN").getSymbol("VID-PLAY").$("RC -VID").hide(); //DOESN'T WORK
sym.getComposition().getStage().getSymbol("CON-MAIN").getSymbol("VID-P LAY").$("RC-VID").hide(); //DOES NOT WORK
I don't mean "Hide" as in right clicking and hiding selected objects, because that doesn't seem to work.
I'm working with Rayfire and need a way to remove the fragment objects from my view so the program will run faster.
Alternatively is there any way to combine multiple scene's objects instead? (so I could work on the fragments and then the rest of the scene and then combine them.)
Adobe instituted the dynamic brushes in CS5 and I'm fine with that. What I'm not fine with is not being able to hide that pop window that's supposed to aid you with knowing how the stylus is positioned in space. It's annoying. I want to hide it, or at least make it smaller.
I do like the brush icon at the tip though and how it changes shape based on angle.
I want to make a robot arm that bends in the middle and has a tube connected at the top and the bottem so it bends along with the arm.I don't want to use reactor I just want it to be constrained at the top and bottem and just move near the arm and the arm moves and bends.
I am wanting to hide certain objects on a layer in a layout so they dont show up when i print it out. Is there a way to do this? But I still want the objects to show up in other layouts all the time.
I have three dwg files. Each of them have separate MrSID files (image files) attached by georeference. Each file also has one or more polylines and hatch objects on top of the image.
ONE of these dwg files is causing problems. EVERY SINGLE TIME I plot the dwg file, the hatch and lwpolyline objects are UNDER the image. So I have to copy the hatch on top of itself and delete the original--then do the same with the pline.
I gotta make a short sequence of an invisible violinist playing the violin. Now I could just do it easy and move the bow back and forth, but I'd like it to be more real and have the bow tilt as well. As its moved and tilted, essentially the pivot point changes all the time.
What should I look into?
Windows 7 Max 2010 SP1 32/64 Max 2012 32/64 Intel Quad-core 8Gb ram
I can't work out how to animate 2 simple images in Photoshop Extended CS6. Window/Animation has gone in Photoshop CS6. I don't want video, but the Timeline won't let me use the images. Nor can I drag anything. If I click the little right hand arrow in timeline there is nothing there like before. For example, I used to be able to click Make frames from layers in the old version. There does not seem to be a way to do that now.
I would like to animate the chair with 1 dummy and just have the casters follow and rotate when the body of the chair rotates , instead of keying the casters individually. Is this possible with constraints?
I am looking to animate the process of tiles flipping into a scene individually. I have 3000 of them and have no clue how to make this efficient other than indivitually rotating each one
I create a child symbol on the stage animate it and store the varible in the window
var infoscreen = sym.createChildSymbol("_01", "stage"); window.infoscreen = infoscreen;
I put a Btn_inside the symbol and want to delete it. But first - I want to fade out the symbol. I dont know how to do this. So the animation has to be complete before delete, but how?
I have a custom spectroscope built from polygons that I would like to animate by linking to an audio file. I have downloaded the 'bonus tools' plugin (for the 'create audio wave node' function) as well as the 'as_audioAnimator' script but I just cant make it work. I can key the poly to the output of the audio file using the 'as_audioAnimator' script, but all that does is move the polygon based on the total output volume. I need to be able to filter the audio file into differnt frequencies (just like a spectrogram) so that for each frame I have multiple outputs which I can key to my objects.