3ds Max :: Bake Material Value To Keyframe?
Jun 22, 2012I have a Vray light material, with color multiplier controlled by audio Float. I wanted to know if there is anyway to bake these values to keyframe. Maybe via scripting ?
View 1 RepliesI have a Vray light material, with color multiplier controlled by audio Float. I wanted to know if there is anyway to bake these values to keyframe. Maybe via scripting ?
View 1 RepliesI'm trying to bake a material using render to texture dialog. The issue is that whenever i render a diffuse map, it only renders the faces visible in the viewport im working in. The rest of the uv faces are rendered black. All the tutorials i look at never have this problem. What's the issue?
View 1 Replies View RelatedIs there a way to bake down multi-part materials and textures in a complex scene for a game?
View 1 Replies View RelatedOne long, thin plane linked at 90 degrees to a rotating cylinder to roll the plane up.Cylinder is kinematic, plane is mCloth with a single strip of verts connected to cylinder which rotates.
MassFX works. Bake all produces keyframes as a masterpoint controller on the mCloth modifier, BUT not as standard max keyframes in the planes transform controller...making it pretty unusable.Sometimes, bake all will end with an "unknown exception". After that, Max transforms are unstable - Moving an object with mouse is unpredictable until a restart.
Repeatable on both Windows XP and Windows 7 - Max 2013 32 and 64
Other features of MASSFX work eg standard rigid bodies etc - seems to relate only to clothOtherwise, any way of rolling up a cloth ribbon that is FIXED at both ends on to a cylinder, I may offer a prize!
Tried the "Bake All" option in MassFX?Its seems to make the keyframes on the objects but the "Controller" weights are still set to zero.Which means the baking doesn't do anything. So you have to selection your objects and on both Rotation & Position turn them all to 100.
I just installed 3dsmax 2012 so its a fresh install on windowsXP64bit.
I just made a script to deal with it but if this is how it was released to the public that's pretty crappy.
max2010-2012 windows xp64bit
nvidia QuadroFX
I've experienced a major issue with baking rigid body simulations in PhysX for Maya 2012 64-bit Hotfix 2. I'm running Windows 7 Pro 64-bit.
The simulation runs fine in the viewport, even in Viewport 2.0. The animation is a classic 10-pin bowling shot. When I try to bake, the whole thing goes haywire. Pins lean over and start dancing insanely. Not a desirable outcome.
How or have a script to bake Audio Controller animation to frames so its position/rotation can be adjusted by i.e the Curve Editor in 3ds Max?
I have an spline object where I use the Audio Controller to drive the height of the extrusion dynamically over time but would love to have more control over it.
I have made a custom rig, mapped it to HIK and got a set of perfectly working controlers. I have used them to animate by hand before without problem but now I have a skeleton from mocap data that I want to use instead.
So I go back to an older save of my project and import the file that I want to get the animation from. Then I make this new skeleton the source and everything looks good. My model is moving just like the mocap skeleton. Great. Since I need to tweak it somewhat and don't want to loose my controls, I then bake the animation to the control rig. This is where things go weird.
If I bake to every frame, all is well. That would make it a living hell to edit later on though so I only want something like every fifth frame. But if I bake only every fifth frame, the animation gets super twitchy in between some of the frames. And I don't see any trace of those movements in the graph editor.
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I saw a max demo at a show where they shattered the wall in a video/photo. The artist baked the background image to three planes (floor and two walls) like shown in the illustration, and then exploded one of these planes. It involved some kind of texture baking, but I didn't catch the whole process.
View 1 Replies View RelatedI send to Maya Animation build by MotionBuilder via HumanIK.This animation have 2 layers.Since this animations is driven by IK and is intended to be used in our game engine, I use Bake Simulation Command to generate keys on the bones. (work fine)But I loose my layers precision and the BaseLayer contains the merging animation.how to generate bone keys and still preserve anim layers ?
View 1 Replies View RelatedI'm attempting to make a simple animation of a 3D object in Photoshop using the timeline. I start with the current timeline indicator at the beginning of the timeline and click the stopwatch icon next to the 3D Object Position to insert an initial keyframe.
I then move the timeline indicator to the right at about the 3:00 f mark, and rotate the 3D object to a new position. This is where the problem happens -- I want to insert a new keyframe at the 3:00 f position, and I've not been able to discover a way to do that. If anyone has a suggestion on how to add more than one keyframe,
I have a very basic question. In maya I move my mouse over the parameter I want to key, do a right click and choose "set keyframe". But how to do this in 3ds max? [URL]....
View 2 Replies View RelatedWhen I launch my AE and start to make an animation, I find it much more difficult then it used to be, as my keyframe values have randomly dissapeared. What I mean by this is not that it won't animate, but the numbers next to the stopwatch have vanished. I am using CS6
View 4 Replies View RelatedI am creating an intro video for a school project and I wanted to know is there a way to keyframe ellipses?I have an 'eye' image as my background and have black solid layer over it. That I can do.
What I am trying to do is, make circles/ellipses varying in different sizes that will make the background appear ( 'eye' ) and eventually make enough circles to amke the whole 'eye' appear.
Is it right that it's not longer possible to hide the keyframes in sequence panel? Or did the option go some where else?
View 2 Replies View RelatedCurrently I used the < and > keys to scrub through my keyframes when animating. However maya seems to count this as an action, so when I hit undo, maya also goes through all the times I pressed the < and > keys too. Is there a way I can use the shortcut keys < and > to scrub through my timeline keyframes without maya taking this into account whenever I do an undo.
View 6 Replies View RelatedIs it possible to move keyframes in the timelime or do I have to go into the animation curves menu to do it?
View 2 Replies View RelatedIs it possible to delete a keyframe from the Sequence timeline using a hotkey, similar to ALT-[ in the editor?
View 1 Replies View RelatedI have a segment with 25 frame handles with CFX applied. It also has a time warp added in the timeline. When I try and extend the handles at the head of the shot it slips all the key frames within the CFX. This happens regardless of whether I set the KFM box to 'Shift' or 'Pin'.
View 3 Replies View RelatedSo i was skinning my 3d model and when i started keyframing different leg poses this is what happened to my bones in the leg.
How do fix this without really having to reskin the whole model
I can delete every unused material except one in the Material Editor.I am trying to make the custom Material library and somehowI have got the Material I cannot delete. URL....
View 9 Replies View RelatedI am in the samill building buisness. While designing I thought it would be nice to show logs on our equipment. Is there anyway to show bark on drawings to show the texture on the final drawing?
View 1 Replies View RelatedIs there any way i can see which one is my current keyframe ? in the viewer i got a tracking data (path), but when i scrub the time, i'm lost... i don't know which one is the current keyframe. Normally i can see the big 'cross' icon which represent the position of current track data, but in case where the cross has been shifted out then i have no clue about the current keyframe.
View 3 Replies View RelatedIn tracks editor, if let say i have 5 keyframes then i select 3 of them in the middle , then how to do the X-scale ? Among the available operation, i can't find scaling.
View 5 Replies View Relatedhow to keyframe a light / object to be visible and invisible in my animation.
I just need it to disappear in the scene after a certain time. I know of the "Visibility" check box, but it can't be keyed.
I'm trying to make a pile of sponges for a dock, So I'm using PhysX to drop a hundred of them but After I run the simulation and stop it. it looks good. But it will not hold that final simulation location. How do you Key Frame the animation.
View 1 Replies View RelatedInside After Effects, there is an option by selecting all the Layers and go to Keyframe assistance- Sequence Layers. Therefore you have all the layers overlapping each others the way you want without manually adjusting them, and you can create a Slide Show.I wonder If we can do that Inside Premiere Pro.
View 3 Replies View Relatedhow to switch a texture at certain keys, or Keyframe a file texture on a shader at one key and then change the file texture to something else on a later frame, on the same polygon face. Like this...
How to switch or change these two images at different textures at different frames.
Click animation. Here I just keyframed and switched two poly planes. But I want to swap out the textures by keyframing them instead.
Trying to animate a rigged model for a class project but I'm running into problems. If I, for example, pick the joint at the top of the hierarchy, in the main view it appears as though everything gets selected. When I try to set a keyframe for the whole model, though, it only gets set on the actual joint I picked, none of the ones below it.
I looked at things via Outliner and see the same problem: I pick a joint there but the ones below it show as unselected in the Outliner window. Right now it appears the only way I can select multiple joints to set a keyframe on them all is to manually expand the tree in Outliner and then explicitly pick each one with command-click or shift-click. If I select an un-expanded joint section in the tree the hidden joints do not get selected, and if I expand the tree and pick a root node the ones below it are not selected.
I have tried this on three different models, including one I rigged myself, and the same behavior is present across all three.
Is this normal behavior for Maya animation? Is there some configuration setting that will change this so I can select an entire skeleton tree via the root node and have all of them accept a keyframe?
I'm running Maya 2011 for the Mac, on OS X Lion, with service pack 1 installed.
How do i move a keyframe in time without changing any of its x,y,z parameters?
and Can i have different interpolations for individual keyframes on the same parameter? (so i can ramp a move into a keyframe, then continue out at a linear interpolation)?
I upgraded to 3DsMax 2011 and still have some problems navigating the Slate Material Editor. I want to create a Mix material as the "first" material but I'm only able to double click on the Sample Slot to get a standard material in the "View1" as my "first" material. I am able to create a "Mix" node here, but it has to be connected to the "Standard" material and this makes it so that i can not drag the material in to the "Environment and Effects" tab as my "Environment Map".
When i go back to the "Compact Material Editor" (which waists time), I can select the Standard icon but "Maps" is not available in the "Material/Map Browser" when i right click on an open space.