3ds Max Animation :: Merging Animated Camera From Another Scene
Nov 22, 2011
When I merge an animated camera from another scene, the movement setting keys for the camera and target are there, but it appears that animated exposure settings are not. Is there a way to import those with the camera, as well?
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Nov 23, 2010
I'm new to Maya 2011 and simply put, I need to know the basics of animating a camera around a scene, along a path, slowing down and speeding up, how to move the point of interest, that type of thing.
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Jun 10, 2011
I do have a scene with CAD data in it, some of it is collapsed to poly some of it is left as mesh. Now i want to import this data to a scene with a different scale. When doing so, some parts of the object become very large while others shrink to minimum. Only a few parts stay at the correct position. These follwing steps I tried to correct the problem:
- Linking everything to a Helper = FAIL
- Attaching everything to one Object = NOT AN OPTION
- Collapsing everything to Poly or Mesh = Fail
- Grouping = FAIL
Is there anything else i could try to get this dam file merged? Like a Pivot Point Reset to World? Match Scale Pivot Reset...
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Jan 5, 2006
I've got two identical photos, one in summer time (all green) and one in winter (snow covered).
How would I go about merging these half way across the picture to show a transition from winter to summer? Kind of like two seasons in one photo.
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Feb 14, 2012
A while ago I thought I saw in a tutorial the ability to merger materials from another scene without merging the geometry. I have dug around a bit but can't figure out how to do this, or if it's even possible.
Max 2014 (SP2)
Win 7 64-bit; Dual Xeon E5-2687W @ 3.10 GHz; 64 GB Ram
NVIDIA GeForce GTX 570; Quadro 4000
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Oct 29, 2013
I am having a problem with merging a pre-textured object into my current scene. The object initially is successful however when it comes to rendering I get an error stating that the textures cannot be located.
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Apr 1, 2014
I use AE CS5
The Issue as the title suggests is light source flickering off the asteroids... the asteroids were created using VCP plug in "Element 3D"
I havent had much experience using element as this is the first time I have tried it.. The light source is just standard AE light set to spot. It doesnt seem to make any difference changing it to "point" light or anything else.
I tried a few renders with different settings.. quicktime with sorenson 3 codec and animation codec didnt seem to do anything but I dont know alot about codecs to be honest
I've also posted a 4 sec vid for you to see my issue.. the flickering only seems to exist directly on the edge of some of the asteroids.
UPDATE --- Now that I have uploaded it to youtube for this forum post alot of the flickering seems to have dissapeared.. theres still a little I hope you can see it.. The anomoly is still very strong tho before uploaded....strange !
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Sep 6, 2012
I am in the process of creating a Action/War scene where the characters will be still (Meaning not moving or frozen), but there will be a camera that moves/pans around them showing the different characters and the things they are doing. Now, I have two questions to this. Since there will be some weapons (mainly guns and such), is it possible to create a muzzle flash while making it appear frozen to the eye? As in making a muzzle flash and using only a piece of it (make in mid flash) and using that as the still visual effect. Can this be done? Because from what I remember...creating a Muzzle Flash requires particles, which has a moving animation to them.
My second question is....Which one would be better at making a actuate muzzle flash (in this case a still muzzle flash), PF Source or FumeFX? Which one would make a really actuate looking muzzle flash and while preserving a frozen action look?
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Sep 26, 2013
Just trying to work out how to have one camera affect the view of all the 3D layers in my scene. If I have a layer selected, and adjust the camera, it only affects that layer.
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Jun 2, 2010
For some reason when using the path option in inventor studio for camera animation the camera rolls for no reason?? I have created two helical curve sketches around my product, the outer curve is the path for the camera and the inner curve is the path for the target. Both curves are the same height and have 1 revolution. When i play the camera it works out fine untill it hits 1/4 of the way through and suddenly flips 180 degrees so now the camera is upside down, once it hits 3/4 of the way it flips back again to the correct rotation. If i dont create an inner curve for the target and place the target directly in the centre of my product with no path to follow the camera spins all over the place when it follows the curve.
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Sep 26, 2013
Trying to animate an scene with a boxing match, and Im trying to figure out how to make the character deformation happen without using reactor if at all possible.. example everytime a punch is landed I want the character skin to deform from the other character's mesh(make sense). but if I can make this happen from viewport instead of relying on reactor it.
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Nov 8, 2004
How would you keep solid image still in front of an animation scene. Let's say I make animated rain and I want to put a picture in front of the animation. I tried this, but my image kept moving when I wanted it to be still.
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Dec 5, 2013
I have max 2014 and the issue i'm encountering is using the merge import. When doing the merge everything goes smooth except the actual merged file I downloaded and installed the service pack but it's still not working. All i'm trying to merge is my eyeball file that's already set up with sliders and constraints.
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Jun 30, 2011
In my scene i have a fully rigged character, with a walk cycle animation on him. what i would like to have is a row of characters walking around. (kind of like how you see military soldiers walk around while in group). The part that is giving me the most trouble with this is getting multiple copies of the same character into my scene.
What i have tried and failed with:
Grouping my full rig and then duplicating.
making instances of my character and messing around with particles.
i have made multiple attempts at trying to use duplicate special.
the only thing that seems to kind of work is making a scene with just one character and importing it into my main scene and changing a bunch of stuff around. with the amount of copies i need this workflow just feels really degrading and tiresome.
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Dec 7, 2011
can't select range of time in some Scene
[URL]........
look what happen when i del all the key in the HumanIK system
[URL].......
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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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Apr 10, 2011
I have a hard time copying/pasting graph editor curves from a scene to another, since it`s only a specific part of the timeline, is there some basic rules that are to be observed for things to work properly? Yes after a thousand tries i`m going to have to edit every darn ecking curves accordingly to those i wanted to copy.
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May 7, 2008
When Saving an animated GIF in Photoshop CS3 the animated frames slow when viewed after the save. Therefore any gradient fades etc seem to stutter, about 25% slower than the frame rate set initially.
When the animation is played in photoshop it plays at the right speed, only slows when viewing the file after saving...
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Mar 15, 2013
The scene is a 100 meter dash. I have animated one biped character and would like to add four more characters, identically dressed but in different lanes.
1) How can I duplicated the character?
2) how can I get the animation to be specific to each lane?
3) Can I vary the speed using Time Warps in Mixer?
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Apr 11, 2012
I'm trying to mirror an object (wipers). But i can't. Mirror tool not mirrors the animation, just the model, so when i play the animation on the mirrored object, it moves weirdly. Symmetry is nor an option. I'm not using bones or anything, just 3 objects, two with rotation, one with rotation and translation.
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Jun 1, 2011
I have a very complex hub model that needs animated visibility on certain areas. So I took all the parts I need to fade out and in and wired them to a slider, and did so with everything else that I need.
I don't get a gradual fade. If the slider value is zero, nothing is there but if its even 1, everything is solid.
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Feb 12, 2014
I am trying to export a rigged character mesh (with clothes and shoe meshes too) using fbx so that i can put the character into UDK. Max wouldn't do it at first. (exporting all the meshes with the textures) that is, it did do the fbx file but udk would always crach importing it.
Then i managed to export the meshes seperatly and udk would import them with the textures moslty ok. But.... then max would not export the animations correctly. it totally ignores the 'range' you specify when doing the export. UDK would import them but they were the wrong lengths because of what max exports. i had to go into max and delete the frames and keys of the animations i did not want exported. that worked. obviously i had to do that for all of my animation sequences.
Now. once i figured out that max would only export animations that way i thought 'a-ha, now i can try exporting the character mesh with the clothes and shoes and rig with the textures. but max won't do it. i even tried to just do the body mesh with the rig as i did before (she runs around naked in udk) but now max won't even export an fbx file that UDK recognises as having a skeletal mesh in it. UDK only sees a static mesh.
Do i need to re-install max? is that a hassle? or does it do a repaire?
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May 19, 2013
I have an animated GIF that I'd like to insert into a regular PSD file that I'm using as the background. The GIF is a foreground object. Another way to phrase my task is that I'm trying to add a static background to an animated GIF. How should I do this in order to preserve the animation?
What I've tried to do is insert the animated GIF into a smart object in the PSD file but I can't get it to preserve the animation, even after making sure all the frames are copied.
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Jan 31, 2012
why the create animated sequence (Make Preview) will often times freeze and get stuck on one frame even though the time is progressing? Quite often when I create my previews, it will progress to a certain point and the frame won’t progress and it will continue to create the same frame over and over even though the time slider is progressing through the animation. I’m using Max 2011 and 2012 but this has happened in 2009 and 2010. To fix it I have to keep a close eye on the sequence images and stop the preview to restart it at the point it stopped.
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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Sep 13, 2011
I'm trying to create an animated array with an offset on the distance between objects.e.g You have ten spheres, and when you a controller dummy they all move in one direction (e.g. to the left), but each sphere moves progressively further away from the last one - like an array with an offset.
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Oct 23, 2011
I have published the result of a dynamic simulation to the studio environment in Inventor 2012, and I would like to fix a camera to a point on the face of a simulated object. The camera target is at a point normal to this face, and its position and rotation need to update automatically with the object's current orientation at each time step to create a "point-of-view" video. The motion is too complex to be approximated by a camera path. The dialog box to define the camera allowed me enter a parameter for the rotation, but it was not stored as a variable; it needed to be manually redefined after each time step.
I think it may be possible to create a macro to redefine the camera's position, target, and rotation between each time step of the rendered animation, but I am not at all familiar with the objects and methods of Inventor's VBA. Would it be feasible to create something like this, or is there a simpler way, such as exporting the result of the simulation to another program like 3d Studio Max?
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Apr 2, 2013
So I've been trying to follow some 3d camera tracker tutorials to the tee but I keep having the same problem. When I go to render the video instead of the character staying in a fixed spot it starts to bounce all over the video.
This is the main tutorial I've been trying to follow; [URL]
My error rate is only .73.
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Oct 1, 2010
My model has turbine engines complete with blades.
After attaching the engine to the rest of the model, I tried to animate the blades using Cycles, however, because the engine itself is attached with a 15-20º incline, the blades do not rotate around -360 properly. The illustration below shows the blades at the -89º mark.
How do I reset the pivot point for the Rotate Tool, or at least compensate for the offset pivot?
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Feb 3, 2012
I have several art assets that I have already rigged, skinned, and animated. Unfortunately, the objects have to be re-sized.
There isn't a simple way to simply scale the rigg to match the new size, because then the transforms are incorrect, and the scale on the bones are no longer at 100%. Normally it wouldn't matter, but these objects need to go into a game engine, so it has to be at 100%
No, simply re-sizing the rigg and hoping to just 'reset scale' will not work either.
Save/Load animation will inherit the pivot points of the original animation and paste them onto the re-sized objects, so that does not work either.
Is there a way to transfer a rigg and save it's animation when an object gets re-sized? I'd figure that Autodesk would have made some kind of feature for this scenario, since in game production things will inevitably be scaled at some point.
It's easy to scale everything to it's new size... the problem is... how do I reset it's transforms without the rigg going bonkers?
How do I take the original animations and re-apply them to the newly scaled down version?
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Dec 30, 2012
I've set keyframes on the Glow Intensity attribute of an object so I can slowly reduce the intensity at certain points. Now I need to create a new expression to give a random flickering to the glowing object as the scene plays, until the glow finally dims out.
But when I select Glow Intensity and try to create the Expression, there is no option now to 'Create New Expression'. The other options are still there, but it seems that at the top I'm left with an option relating to the Animation Curve Attributes (animCurveTU..?)
Is there no way to add a rand() expression to give some flickering to the Glow Intensity if I also have a few keyframes set that slowly dim the overall intensity level? Surely not.
I've tried to manually create the expression in the Expression Editor, but when I have to type in the name of the attribute, it hangs the whole program and I have to kill Maya and restart. Either it will not work that way or I'm missing something.
Maybe another way get the flickering short of manually keyframing the intensity level for the entire sequence.
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Apr 19, 2012
I have an object with several animation layers. When I clone(copy) it, the new object also has the same animation layers. That should be OK.
The weird thing is, when I start to mess with the animation layers of the second object. If I disable, lets say, layer02 on the second object, it affects(disables) layer02 on the first one. Somehow the objects are connected through the animation layers.
Is this the normal behavior of the animation layers? And if it is, how can I make two separate copies of the animated objects?
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