3ds Max Animation :: Spline IK And Flex Causing Rotation Popping?

Aug 6, 2012

I've got a 2 bone chain that I have attached a spline IK to with a flex modifier on the spline. This was working pretty well however, once I skinned the mesh to these bones I noticed that when I rotated the 2nd bone it would seem to pop on a different axis. It was hard to spot at first because it popped between 2 frames, popped 90 degrees and seems to happen at the same rotation amount (can't recall exact degree at the moment).

I turned off the flex modifier and it is still popping so I'm assuming it is from the spline IK. Is there a way to prevent this?

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3ds Max Animation :: Boat Wake And Flex

Aug 9, 2012

I'm trying to create a boat wake with Flex similar to Paul Neales example URL....But I'm still having trouble getting it to work.

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Maya Animation :: Control Curves Rotation Axis Coinciding With Joint Rotation?

Jul 15, 2011

When setting up a simple FK control curve on say the wrist for example, many times the control curve isn't exactly perpendicular to the local rotation axis of the joint movement, so when we position the control curve to be perpendicular to the joint - it has a rotational value added, but the rotational handles are lines up with the rotational handles of the joint that we want to move.

Freeze Transformations: then the control curves rotational handle go back to being skewed (out of alignment with the joints)

We want to Freeze transformations before constraining the curve, but we'd really to keep those rotations control handles to remain aligned with the joints rotational handles. This will make it an exact control when animating - grab the rotational handle of the curve, rotate it, and the joint will move exactly in the proper direction.

how to get the rotational handle of any control curve to run perpendicular to the shape after freezing transformations?

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Maya Animation :: Knee Popping Out To The Side During Rigging Process?

Nov 20, 2013

I am having a problem while rigging a series of characters modeled by my company. I have set up a reverse foot and a no-flip knee (Art of Rigging Vol. 1's method). The leg functions properly, my attributes work fine, but I am not using a pole vector for the knee and when I raise the foot control the knee pops out to the side. 

 I never use a pole vector, I use a knee twist attribute. However, even after experimenting with a simple pole vector constraint on the ankle/leg IK to a locator, this still happens. I have had to counter animate the knee on the last 4 characters because of this. 

 Unfortunately, these models aren't in a true T-pose, the legs are wider than the hips, and the toes and knees are pointed outward. I create the bones, then orient the rotation down the chain so the orientation is correct--- I'm wondering if this is happening because the leg bones aren't going straight up and down, but more trying to follow the contours of the model. And no matter if I use a no-flip knee, a pole vector, or what, the knee STILL pops out to the side. It's making animating these models a pain in the butt because I'm constantly counter animating the knee so the leg is straight on simple things like run cycles. 

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3ds Max Animation :: IK Spline Train Animation On A Path

May 9, 2012

I'm trying to use the spline IK system to animate a linked 'train' on a path.

There are 4 segments which are joined with a universal coupling. I can only get one segment to actually follow the path, as the others don't follow at all. I've attached my example file.

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Photoshop :: CS6 Extended Timeline Video Animation - How To Make Rotation Animation

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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AutoCAD 2013 :: Animation Script Causing Crash?

Aug 28, 2013

I want to know if it is possible to creat a script that will rotate the cam wheel show at the pivot point, while causing the rectangle to oscillate up and down in cadence with the ppoint of the whell that is contacting it.  

I have a simple script that rotates the cam wheel, but every time I run it, AC crashes.  I am on Windows 7 Ultimate 64bit and I have installed the latest service pack.  Here is the script:

rotate
g
1

45.5447,44.7299
1
rscript

I'm not sure what other information you may need to diagnose this, so just let me know.  There is no error message given, it just freezes up.

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Maya Animation :: More Than Four Vertices In IK Spline?

Nov 10, 2010

I don't seem to be able to increase the number of control vertices in an IK Spline. The number of bones in the chain upon which the Spline is set doesn't seem to affect the number of control vertices I have to work with when creating the spline and I can't find a way to increase the number. I'm trying to animate a fish but finding it difficult to get a smooth wave to travel along it's length with only four control vetices.

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3ds Max Animation :: How To Scale Spring (which Is Actually Renderable Spline)

Apr 17, 2012

I'm trying to scale a spring (which is actually a renderable spline). I want it's scalable boundaries to be controlled by two other animated objects.

I thought a simple FFD modifier with a linked xform modifier to the control points would work, but unfortunately it won't let me link control points.

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3ds Max Animation :: How To Attach Omni Light To A Spline

Mar 12, 2013

I'm trying to attach an omni light to a spline(???) path for the light to follow.

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3ds Max Animation :: Animating Camera Along A Spline Using Path Constraint

Jun 5, 2012

I have problem with animating camera along a spline using path constraint. The spline has been spline normalized before added to the path constraint. Then I add besier floating to be able to slow down the camera.

The final camera seems to move not smoothly. This can notice especially when the camera are further away from the origin (0,0).

Some says it's because of Max's coordinates is not fine enough which can clearly proved when import autocad file which located very far from the origin into max and most vertex will be shifted from where it should be in Autocad.

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Maya Animation :: Spine Moving Twice As Fast As Clusters From Spline?

Oct 6, 2012

I am working on a rig right now and I'm trying to do the Isner Spine from the Body Language Advanced 3D Rigging Book.

I did the Spline IK with the spine and I have everything stretching fine but when I made the CVs into clusters and parented them to the controls, when I got to translate the rig, whether I use the Root CTRL, Main CTRL, or whatever, the spine translates twice as fast as everything else. The clusters and everything in the lower body moves normal and everything about the head is moving normal..

I know in other situations with curves you have delete history but I can't delete history on the joints and I can't come up with any solution. I can attach a file.. not all the controls are done right now and I haven't reparented the wings correctly so just ignore that.

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Photoshop :: 2d Rotation Animation

Apr 7, 2007

I'm trying to do a simple little emoticon animation: A ":-)" turning 90 degrees CW in CS2. I type in the text on a transparent background, get the animation panel, duplicate the frame and select the second frame.

Now, the idea is simply to rotate the layer/image in the second frame, leaving the first frame as it is. I'm able to move and do various other tweaking to the second frame independently of the first but not rotation. Can anybody tell me what I'm doing wrong?

(I tried making two different layers, one for each end state, and setting the visibility to 0% and 100% respectively, but this merely produced a fading in/out animation, not the rotation I was hoping for)

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3ds Max Animation :: Change All X / Y / Z And Rotation Value To Zero

Jun 4, 2011

i have a serious problem with biped (3dsmax 2009), it consist of two bugs in fact...

1 : when i open max scene the character change there's locations, so i have to enter "move all mode" and i change all the x,y,z and rotation value to zero, so the character return to its original position, when i save i open again it shows the same problem..so i have to render the scene locally without backburner..wich will take weeks

2: after rendering some scene i found the character freezing and not moving...when i delete the meshsmooth and re-assign a new one it works well, so is there a bug in meshsmooth ??

im really stack with these 2 problems ...i have installed sp1 all hot fix but no way..even when i open the scene with 3dsmax 2012.

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Maya Animation :: Convert Baked Mocap Keys To Spline Curves?

Oct 9, 2011

I 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?

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3ds Max Animation :: Subsea ROV Operation - On / Off Rotation

Aug 27, 2012

I want to do an animation of a subsea ROV operation with the props starting and stopping when the ROV moves. The props need to start shortly before the ROV actually starts its movement but I want to do this without having to animate the rotation every time. I want them to rotate the same RPMs every time and I want to have the freedom to start and stop when I need to.

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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Maya Animation :: Finger SDK Rotation

Sep 30, 2011

I set up SDKs on my character's fingers. Everything was working fine. Fingers rotated properly from the open hand "0" position to a closed fist at the "10" position. I have the hand set up as the Driver and the fingers as the driven.

I then wanted my IK arm to work in FK, so I went into my attribute editor for IK pole vector constraint and checked on "IK/FK Control". I did a few rotations of the elbow joint and everything seemed fine.

I then went back to do some work on my hand, and when I when to change the values in my channel box to get the hand to clench, the fingers did not rotate into a fist, but rather went in all directions.

I can get the hand to work correctly intermittently (when I go back to the bind pose), so I know the correct rotation information is there. I have tried deleting history and making sure translations are not set on the hand. Would this be a gimbal or a local vs. global orientation problem?

Also, a side question: I noticed that when I built the SDKs for the fingers, I had numerous "blendWeights" created. Are these weights involved with moving the fingers between the minimum and the maximum values you set in the SDK set-up process?

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3ds Max Animation :: How To Edit The Rotation Curves

Jan 21, 2012

I'm new to MAX and I'm having a bit of an issue. With the character I'm animating, I rotate and move limb with auto key on. Both position and rotation change as I scrub timeline, so I assume keys were created for both. However, when looking at curves in the curve editor I only see and am able to edit the rotation curves and not the translation ones. Channel is called 'Transform:R Limb' and shows xyz rotation curves. I need to access also translation keys! What is happening here??

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3ds Max Animation :: Biped Unwanted Rotation Between Frames

Feb 11, 2011

I need a biped to stay still in an animation for a few frames. What I'm doing is say I copy a pose from frame 10, then I want the biped to remain still until frame 40. So I paste the pose there and fix the feet keys. As a result the biped position is the same in both frames, but when I play the animation I get some unwanted rotations between these frames I can't get rid of.

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3ds Max Animation :: Correct Wheel Rotation Using Parameter

Jan 16, 2014

I used to do this all the time. Now I cant remember how to do it properly, if possible a screenshot of how to do the maths in the Parameter wiring box. Getting the circle to travel along this line without scripting.
 
What should have been a 5 minute job has turned into about an hour.

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Maya Animation :: How To Fix Bone Rotation Orientation

Jan 4, 2011

I did the bones, but as you can see in the picture, the rotation not along the bone, is according to xyz, might be because i freeze them?

How can i rotate the bone accordingly? is there a way to rotate it local, and global like in Softimage?

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3ds Max Animation :: Biped Rotation In Viewport Not Working

Jan 21, 2013

I'm having a strange problem using loaded .BIP file on a biped in 3D studio Max. The biped doesn't allow me to make rotation and translation changes on the head, attached bones and the feet and hands. This only occurs in the viewport!

Altering the rotation and translation keys in the biped workbench editor works fine. but obviously not very practical . I already tried to add a new layer above the current biped animation. But without successful results Also exporting the animation to a .BIP file and reassign it to the biped didn't work.

One thing I have done is using the motion flow system. After finalizing the animation I created an unified motion which is available in the flowgraph options. In order to convert the motion flow structure to real keys.

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Maya Animation :: Changing Rotation On Object?

Feb 6, 2011

I have an object that I want to rotate different.... not sure how to explain, it, but you can tell what I want by looking at the screenshot attached. I want the rotate to align with the cylinder. I've tried reset transformations, and the home key to move the pivot. I've also tried the different settings for the rotate settings and nothing is changing this angle. Is there a way to manually set this?

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GIMP :: Make Object Have Rotation Animation?

Apr 14, 2012

i'm trying to make an object have a rotation animation.. i did this by making duplicates and rotating them different angles. When i save it and play the gif, it shows each frame show up and overlay one after the other. I want to only show one frame at a time. How do i do this? Here:

[URL]

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Maya Animation :: Rotation Of The Ball Into Direction Of Translation?

Sep 4, 2010

I am animating a ball right now, that is rolling all over the place. Would be cool to animate just the translation of an object and not to worry about rotation. Is there a way? Like.. through the expressions or set driven key? Also would be even better if rotation speed increased as the movement speed did.

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Maya Animation :: IK Handle - Rotation Limits On Joints?

Jul 13, 2013

I have set rotation limits on all  of my joints in a rig.  But when I move the Ik handle, the joints all rotate in however they want.

What can I do to make it so that when I move the IK handle, the joints are constrained to their individual limits?

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Maya Animation :: Parented Objects Deforming On Rotation?

Feb 19, 2012

I used to be able to create quick a makeshift skeleton for things like robots by parenting the objects that make up the robot to each other hierarchically. But the past few times I've tried to do the same thing, the child objects deform in weird ways when I rotate the parent. I looked and found a few references to this in forums, but not a single solution. The idea of going through and setting up either a proper skeleton, or parenting everything to group objects seems unnecessarily complex and frustrating when there was a simple solution before.

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3ds Max Animation :: Lock Rotation Axis For IK Bone System?

Aug 23, 2013

I've created a mech robot and now I want to create a rig for it. But the problem is, that none of the joints are 'ball and socket joints'. So the joints can only rotate in one dimension, like a typical mechanical joint. My first solution was simply locking two out of three rotation axis for the bones and this works fine for FK animation. For IK animation however, it doesn't work. The locks are simply ignored.Is there any way to lock a rotation axis for an IK bone system?

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Maya Animation :: Local Rotation Axis Display?

May 31, 2013

For some reason some of the joints in my character rig are displaying their local rotation axis and I am unable to turn them off. The usual Display>Transform Display>Local Rotation Axis doesn't do it. This doesn't apply to all joints, just some. This is very frustrating as it causes real clutter when rigging.

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Maya Animation :: Setting Rotation Axis Of Object?

Jan 1, 2011

I am busy working on rigging a character ( See attachment) to the best of my abilities and am running into some issues:

I have made a nurbs curve object which I intend to use as a controller in my rig, I have however modeled my character with his arms in a 45 degree angle so I snapped this particular object to the wrist and aligned it with the geometry...here comes the fun part , because it is a controller I wanted to have a clean channelbox zo I froze transformations which neatly sets every channel to 0, it also snaps the local axis to a world pivot orientation....

I went in componentmode pressed the question mark thingy and thought it was working..but it still alters the values in the channelbox.

I basically want the same rotation axes editing capabilities as I have with joints, I will try fiddling with that next, but I can't believe that this can't be solved any simpler.

See the image in the attachment

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Maya Animation :: How To Adjust Rotation Axis Of A Joint

Oct 18, 2010

how do you adjust the rotation axis of a joint. Attached is what am talking about.

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