3ds Max Animation :: No Real Time HD 720p Animation In Background
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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Mar 31, 2011
I am doing an animation of an airport. I need to have real life people walking through the scene to poulate it.
(Attached is a low quality draft of the termianl area)
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Aug 28, 2012
I have a simplistic model (4 parts, 10 or so screws) that I am trying to render an animation through using Studio with the lowest possible output settings, my concern is that the render time is extraordinary long even for the most basic of assembly, why is this ? I have also tried the animate when in an IPN file which does improve render time but the quality is not very good.
I will now try using keyframe animation in Showcase to see if I can get an animation with good quality completed within the hour !
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Feb 5, 2013
I'm editing an animation that I have, but when I drag it in to the Layer Menu, it appears on the left side of the screen, off the stage. Is there a way to select all layers, and move them all at one time?
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Aug 11, 2012
How do you edite all animation frames at the same time? Can't figure out how to do it...
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Apr 25, 2011
In the expression editor, is it possible to get the position of an object at a different time ?
For example, we are at time 100, and I would like to get a given object's position when we were at time 50. Is it possible?
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Jan 13, 2014
When animating, I have to manually key all the bones on frame 1, and then manually key all the bones on frame "whatever". If I don't key every bone myself, then bones I missed on frame one will become the same as the ones on frame "whatever". I was wondering if there a way to select and key all the bones at the same time? I tried, just slecting all the bones in one 'left-click', and that only seems to key the root bones.
I am actually a 3D modeler from a different program trying to learn Maya. I have spent the past 5 days just watching youtube tutorials, but for some reason they do not seem to have the problem I am having.
Here are what my setting look like: [URL]...
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Apr 2, 2013
I'm working on a time-lapse project where I have taken 240 shots of a highway heading into my city, and have erased the cars from the shot, creating the look of an "empty city". This will be one of many sequences like this.
I got the highway background plate perfect, no cars, and I threw that into my AE comp (CS6), along with the 240 images as a JPEG sequence. I've layered the background plate on top of the image sequence and used a mask to "hide" the cars from the highway. The problem is, some of the cars are taller than the roadway (trucks, busses, etc), so they push into the upper part of the frame where the motion is supposed to happen. If I extend the mask upward, you can see a literal bisection between the still plate and the animated JPEGs. If I just move the mask path to hide cars as they go by, the moving mask becomes VERY obvious in the exported QuickTime.
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Nov 17, 2011
Is 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.
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Jun 26, 2011
I'm animating a scene with a lot of trees in the background. I'm using forest pack with proxies of xfrog trees. The scene needs to look as realistic as possible but unfortunately, even though they are proxies, the trees are killing my render time.
Any good way that I might be able enhance render time but keep the quality? Maybe another solution to placing trees without using forest pack/proxies?
Autodesk 3ds Max 2010
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Mar 5, 2012
My Animation Graph Editor is only showing one animation curve (for one attribute) at a time after I have set multiple keyframes for the character set and various attributes. I select multiple attributes, and hit View-Frame All, and it only shows the top attribute of the selected attributes as one curve.
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Apr 25, 2012
How 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).
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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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Mar 22, 2011
is there a way to animate say from a blinn to a lambert shader over time?
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Apr 13, 2013
I have a main page with a container (named BoxPlay) and a button. And I have an other page (page2) with severals animations on it : animation 1, animation2...
I would like to load the page2 but directly with one of his animations.
Code of the button :
var container = sym.$("BoxPlay");
container.append('<iframe id="currentPageHolder" width="'+container.width()+'" height="'+container.height()+'" src="pages/GallerieHomePage/GallerieHomePage.html" frameborder="0" scrolling="no"></iframe>');
How can I specify to load also animation 1 or animation 2 ?
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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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Aug 7, 2012
I have created an assembly then the positional representations . When I want to animate them according to the process , the assembly Positional representation does not animate.
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Mar 13, 2012
For some reason when I scrub through my animation, it runs really slow. And it has nothing to do with my computer itself. It is the particular file. I tested this by opening up one of my others (i saved in iterations) and they all scrub just fine. All I was doing was animating with a rig, so there isnt any extra polygons or whatever. And on top of that, it worked just fine before I exited the program earlier, I even playblasted it and everything, and then I looked at the playblast later and decided I wanted to change something, reopened the file, and the timeline has been chugging ever since. I tried opening and closing maya already.
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Jul 16, 2011
In the track view window, the Move Keys Horizontal and Vertical Buttons should restrict the movement of keyframes on the horizontal (time) or vertical (value) axis, but do not in my version of 3ds Max 2012 SP1. Work around include using the dope sheet or using the Keys > Slide or Keys > Scale Value menu items.
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Dec 3, 2012
Is there a way to "render every Nth Frame" with a value of 0.5 oder 0.25 ?
To create a slow motion of the complete sequence without to use rescale time?
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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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