3ds Max Animation :: Losing Animation When Linking To A Parent
Jun 1, 2011
The unit basically consists of 3 short cones which at tilted at 30 degrees to the horizon and each on spins on it's own. In order to get them rotating properly I had to assign a TCB quaternion controller. With these three 'cones' rotating on their own I need to have the entire setup rotate with these guys still rotating individually.
google images "oil drill bit" to get an idea of what I'm putting together.
So I link these animated cones to the parent main shaft. Once I do this I lose all the rotation animations I had given to these cones.
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Apr 15, 2012
My problem:There is the parent node (Base) and the child nodes (arm1, arm2, ...). When one of the children (arm1) is picked up all the lower parts in the hierarchy (arm2,arm3) moves, rotates... with their parent (arm1). But if Base is selected and rotated, the child nodes will stay where they are.
I tried to set and unset the "inherit transform" box, but this seem to take no effect.Everything behaved well until i added the point constraint, although i did it as told in the tutorial.
Maya Help >> Learning Resources > Tutorials > Getting Started with Maya > Animation > Lesson 5: Inverse kinematics
What am I doing wrong or where can i change the Settings that set the hindrance?
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Apr 5, 2012
I have a chain of spheres linked a linear manner, i.e. sphere10 is linked to sphere09, sphere09 is linked to sphere08,sphere08 is linked to sphere07, ..., such that sphere01 is overall parent.
I am trying to lock the distance between the children and their parent so that when moving them around, they are always the same distance from their parent. Almost like the child is pivoting around the parent's pivot point. However, I can't seem to figure it out.
I can get it to work if I turn Interactive IK on, but I do not want the movement to affect the orientation of the parent.
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Jan 3, 2014
I have several parts that at a point in time come together and need to rotate together around a common point. However, when I animate them it will only let me rotate them around each individual part's axis. How can I temporarily link these parts to a parent dummy object so that I can rotate them together? I want this to happen midstream in the animation and after the rotation I will be decoupling the parts and having them do different things..
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Feb 26, 2014
I am trying to get the hand to write with a pencil. I pose the hand and fingers holding the pencil and constrain (parent constraint with offset) the pencil to the hand's wrist controller and freeze the pencil's translation attributes. When moving the wrist controller creating key frames or translating in the UI, the pencil does not follow the hand/fingers. There seems to be an offset with the pencil that get worse the farther I translate or rotate the wrist controller. I tried doing the same with just the fingers and getting the same result.
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Sep 29, 2011
I’m having a problem with a part being skewed after it’s been linked to another part. This only happens when the part that it was linked to rotates.
3ds Max 2013/2014
Autodesk Inventor & AutoCAD
HP xw8600 Workstation
Windows 7 64Bit
Dual Intel Xeon 2.83 E5440 GHz
8.00 GB of Ram
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Jun 27, 2012
how I can stop rendering an animation and still retain what has already been rendered?
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Oct 8, 2013
100 frame animation setup. created a slice plane on a box, animated it, copied it to a copy of the box with different material, tried to link a deflector created in the left view port to the slice plane and it doesn't exactly line up/match.
checked animation curves, there was only 1 on the slice plane, and tried linear or curved, no difference, the deflector doesn't line up exactly.
tried wiring it to each box, recreated a couple times. the attached picture shows the slice plane and how it lags behind the gray/white slice modifiers.
Max Design 2014, Boxx Xtreme, Box RenderPRO, Win7Pro, K4000
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Jun 19, 2013
In maya 2012 n 13...the end joint not matching to parent joint...
after creating leg joints are spine joints...we set the orientation of joints..but last joint wil put NONE in option box right....after applying this the end joint orientation still in world axis instead of parent joint..
is this bug are is there any other option(other then jointOrientaion in the joint attributes)..
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Jan 21, 2013
I run into this from time to time: I have animated some components using dummy objects but then realize that at some point I need to animate them all moving together, so I link the dummy objects to a new parent dummy that I just created. However, most of the time the child dummy objects go haywire, orienting themselves in new directions as soon as I link them to the parent dummy.
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Feb 17, 2011
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?
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Apr 19, 2013
In 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.
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Nov 18, 2011
How do I remove the blues eye lines and text when creating a animation preview?
[URL]
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Apr 18, 2013
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.
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Jan 20, 2011
I'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.
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Aug 3, 2012
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.
[URL] ....
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Nov 18, 2013
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.
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Dec 11, 2010
I 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?
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Oct 10, 2012
I am trying to add an expression to the standard Mudbox car to make the wheels turn when the vehicle moves in both the X & Z dimension. I have found many scripts that let me do this in a single dimension. I have found some others that claim to work for both dimensions, but at certain angles the wheels turn in the wrong direction.
My work flow is as follows:
1 - Export car from Mudbox to Maya
2 - Separate the wheels & center pivot all items
3 - Add NurbsCurves to create a rig
4 - Parenting the elements of the car
5 - Add an expression based on this web post [URL].......
6 - Test the animation
It works great when translating the car in the Z axis, but when the car is rotated 95 degrees in the Y axis the wheel will only go backwards no matter which direction the car is moved.
I have attached an MB (Maya 2013) so you can see the
problem.mudboxcar_maya_2plusexpression.mb.zip
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Mar 6, 2012
translate facial motion capturing data (basically 2d point clouds) to blendshape weights. I finished rigging my character and wanted to drive my blendshapes by the relative position of my tracking data, e.g. distance between corners of the mouth drive the "wide" blendshape and so on...
Hope YOU know a solution for this, I believe blendshapes are THE way to create realism in tracked animation but I was not able to find ANY reference to something like that. I'd like it to be customizable and not to expensive, so the imagemetrics faceware service won't do for me
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Apr 3, 2011
How come baking some part of animation in graph editor deletes everything before and after the part i bake and how can i bake that part while leaving the rest untouched?
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Oct 23, 2012
I have a character with animation. Another character is the same(same bones, meshes), but with no animation, 100 times larger in size and I resize the head to make the head looks slimmer. They are saved in different fbx files and I imported them into mb scenes. I select the root bone and "select hierarchy", the export options is shown below. Then select in the same way in the larger character's scene, the importer options is shown below. THE PROBLEM is: after I import the atom, the character becomes shrinked to the same size as the former one and the ratio of head becomes the same as the former one too.
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Dec 22, 2010
For some scenes we have a chain which is wrapped around several cogs, just like a bicycle. In this scenario we need the chain links to follow the path and retain their relationship to each other.
In other scenes we have a chain which follows along a changing path. Imagine this if you can: A heavy weight has a chain attached which goes vertically up, over a pulley and down the other side where it is attached to a lorry. The lorry drives off pulling the weight upwards. This is my challenge!
Should I individually constrain the links using a Pin constraint and use dynamics completely to keep the chain taught?
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Feb 28, 2012
I am trying to synch several biped characters to an HD background video I have placed in the environment slot. The problem is that when I scrub the animation slider or hit the play button, Max cannot play the background video in real time. When I hit play, the video remains frozen on whatever frame it was last on, but then updates to the correct frame when I hit the stop button.
It is pretty difficult to get the timing right on the foreground biped animation without a real time background reference. I also tried a lower res version of the background video (standard 720 x 480 DV), but that also does not play in real time. Is there any way to get max to play the background video in sync i.e., updating the frames in real time? Is there a way to improve max performance (ideal settings?)for a background video? Would a Tiff sequence play quicker than a .mpg or .mov files? If so how do set up an .ifl for playing an image sequence?
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Nov 29, 2010
Was wondering if there is a way of getting random camera movements? For example, i am doing a fly through of an earthquake scene and as the camera animates along the street it randomly shakes with the earthquake shocks.
I know I could animate it by hand but I wondered if there was a way (perhaps an expression) to make it more simple?
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Jan 20, 2011
I have made a 3d Spectrum analyser , its made of rectangular boxes 16 rows and 16 boxes in each row.
So i have made my cam from Bottom Left corner to Top Right over 96 Frames.
What i need to do, is make some of the blocks disappear and re appear as the cam pans across.
In sketchup i did it by HIDEING the component (block), make new scene, then un hide it..
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Aug 19, 2011
I stumbled upon a problem with iparts losing their constraints back in January, 2010. The issue is that if the parent ipart is changedor update and the children are "regenerated", the assembly constraints will fail. This defect crept in with R2010 and has basically crippled my fasteners library. I cant add to or make any corrections to my ipart parent file. This defect is being tracked by Autodesk with numbers 1260490 and 1300828.
AD did release a hotfix for 2011, but this doesnt work with ipart files that already have the children created (DL15973874).
The only way to fix the issue is to re-generate the children to the current release and then fix the assembly constraints. Only trouble with that is these are fasteners we are talking about. This would take months to do and is not practical.
Guess what I am wanting is to know how others are handling this. I could leave all the iparts alone, then rebuild them under totally new names for 2012. Thats a lot of work and I really dont like the idea of having two libraries to maintain.
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Dec 29, 2010
I want to key frame animate something to go in a straight line but it seems to start out slowly, speed up, and then slow down again at the end. Is there a way to make it so the object moves the same speed throughout?
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Aug 16, 2010
I have an animation layer that I have exported and Im trying to import it into a new file and then merge it down to the base layer.
what ends up happening is that when I do the merge i get two additional layers. and the layer with the animation stays there. and nothing gets baked. the animation stays in the imported layer.
I should be able to import/export animation layers right?
[URL]........
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Jan 5, 2012
I have a image plane. I would like to move the image of the plane in animation. It looks out then masking. I need only some parts of the image in frame one, and I need other parts of the image on frame 100. The plane isn't moving, only the image is moving in the box.
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Aug 28, 2013
I'm making a game with TRLE (Tomb Raider Level Editor), and I often make animations. But the software I use (WADMerger) is very limited. And some animations now need mirrored versions. So I chose 3DS Max to do this! (the main animations are finished, I just need to mirror them)
The problem is: I can't seem to find the correct parameters to mirror my animations. If I've understood well, 3DS Max mirrors the model, and not the animations... But that's the way I'd like to do. I used the classic Mirror tool, with all possible combinations, but it won't work the way I want (by the X axis). And I haven't found any other tool to do that (but maybe I'm not using the good key words?)
Knowing the only keys available Position+Rotate keys for one mesh (Lara's hips), and only the Rotate keys for all the other meshes: do you know how I could mirror my animations, and not the meshes?
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