I've got an animated model in 3Ds MAX which is done by applying Taper modifier. I'm trying to export this to FBX format including animation and then import it to another application called fragMOTION which only supports Skeleton animation and Vertex animation.
But the problem is fragMOTION does not show any animation frames while if I turn off the modifier and do a simple translation or rotation animation it is imported as it's supposed to be.
I also tried to Bake animation or Point Cache but no success. I can bake the animation into keyframes by using Cloth modifier so the result would be an animated Editable Mesh (keyframes) without any modifier in stack.
Should I take any additional step to convert the animation into Skeleton or Vertex animation?
Windows 7 Ultimate x64
3Ds Studio Max 2012 x64 - Student Version
In the Picture u see a spline (with and witouht render-mesh). I want to animate the deformation of the Spline/Vertices, without assigning each vertex to a keyframe.
First i thought i can do this via the Morpher-Modificator, but the animation happening there was not the one i was looking for.
Is there a chance to rig/save the Vertex-Coordinates to a Manipulator. So i can easily go from Shape1 over Shape2 to Shape3?
I used an example to represent a more complex animation that I am working on. Basically I have a block moving in vertex space because it is morphing.A proboolean cut has been applied to the block with a diamond shaped object, so that as the block morphs through space, it is being cut by the boolean operand (diamond shape object).
However, I want to achieve an outcome that when the object moves through the boolean cutting operand, whatever geometry that has been cut, stays cut and removed. So in a way, the boolean cut operand object acts as a "geometry eraser". Obvioulsy I would like to be able to control this behaviour too (soft selection, animating boolean cutting operand).
Is this achievable? Or do I have to look at another set of tools/modifiers?
Is there any way to randomly animate vertex position?
I've tried using EditMesh-Transform Component so I get a random position but without a seed value to animate. Also I've tried using a noise texture with a displacement node but you jus can check results in render time.
I am working on an animation project and wanted to render the second I had completed just to see what it looked like so I went to File -- Export -- Render Video... but when I open the Quicktime file to view it, it just plays as one single frame for about 17 seconds. Why is this happening? Why won't it just export the frames as one second of animation?
How can I export an animation that I have created in Inventor Studio and Import into Showcase? I see that Showcase creates an *.fbx file when it imports my Inventor Assembly, but somehow the results I get are different every time I import.
After some time I discovered that "Verhalten" seems to contain the animation from Inventor, but there are always some parts missing in the animation where Showcase (2012) doesn´t recognize that there are other parts connected to that one moving part.
It´s all constrained in Inventor and behaves like it should either in the assembly and in the studio environment.
I am trying to export a video of a simple animation but I can't select Quicktime export I can only do image sequence, how do I activate the Qick time export button to get other options? Clicking on it doesn't work. My Doc size is 500 x500 Just a heart progressing across the screen and bouncing on ground.
I'm trying to export an animation created in photohop, its frame by frame, no background. I've been exporting it as an image sequence, now I"ve coloured it I need to solve this transparency issue.Is there a way to export it to use in after effects on top of a background layer.
So I just want to see the character, no background, animation on top of my background layer in after effects.
I'am having an Image in Revit but don't have the Image separately but I need it. How can I get that from Revit. I've tried Export-Image&Animation-Image but the view only get exported.
I created an animation and am having an extremely difficult time figuring out how I can display it on my Joomla website. I am using a Yootheme template and have spent countless hours trying to get this to work.
How to successfully import/export deformer weights ?
Like, a simple head made out of clusters on Left side. Would like to create/mirror these clusters to the other side. NONE of the default tools worked for me. Mirror deformer weights didn't and neither did the import/export deformer weights.
I am an ePub Producer. I want to find out if it is possible to export purely CSS Animation code from Edge Animate, in order to use in an Apple Fixed Layout ePub.
I've made an animation in photoshop CS 5.1 with three layers that I want to export to Apple's application Motion in order to work on each layer individually. I can easily make a quicktime file, but I can't work on each layer this way. When I import the photoshop file I get the prompt "All Layers," which I choose, but there is no movement when I hit play on the timeline. Only one frame is displayed when there are a number of different frames, and animations.
I'm using an IMac with 8 gigs of ram and 3 external hard drives with a terabyte internal drive.
What I'm attempting to do is export a Skin and Morph based rig to test out in Unity. The bone and morph targets come into Unity but the actual morph animation didn't. I checked the controllers responsible and it appears that the curves driven by the Reaction Manager don't get baked when exporting to .fbx.
Now I suppose I can bake them myself to something .fbx understands before export but I can't seem to find a way to simply take the animation curves for the morph channels and bake it down.
I really would like to get Morph Targets working in Unity but this silly problem is preventing me from doing so.
Is there any way to export the entire trax layer with multiple clips as an MA file? I need to swap out a character rig with a new one currently I am able to do this with single clips, but if i have a bunch of clips sequenced on the time line id like to do them all at once if possible?
I have a flash animation, just shapes and tweening. I was wondering if there's a way to convert it to After Effects but keeping it editable (i.e. getting AE shapes and keyframes).
I started with a plane and then was connecting vertices to expand the plane. All the new vertices show more than one normal comming off it. I have checked and their is only 1 vertex at each of the points that are sprouting like 3 normal lines per vertex now.Unify normals removed them but still wondering.
I have a vertex that is a connection point to several edges. Now, how do I split the vertex into several so every edge has one? Is there such a function? Or do I need to instert them manually?
3ds max 2012. I know most of the base of the software.But I never understood the technique of adding Polignim, vertexs and lines to the object to make it more realistic
Here I am trying to create a vertex: URL....
This is what happens after I create the vertex: URL....
The problem is that the vertex is not part of the line.You can see it because I moved the vetex. Some of the line was supposed to move with the vertex. This means that vetex is not part of anything. How to create vertex on the line.
problem I am encountering with adding vertices to the ends of polylines in AutoCAD LT 2012:
I typically use the drop down menu that shows up when hovering over the end (or mid) point of a polyline to choose "Add Vertex" to a polyline. If I do this to one end-grip of the polyline, it will add it onto the end of the polyline as an extension (desired and intended effect). If I do it to the other end-grip, it will add the vertex behind the end of the polyline as if I had used the mid-grip to do it (not the desired effect). If I wanted a vertex in the middle of two end points, I would do this procedure using the mid-grip, not the end-grip. One would think that by using an end-grip, it would come off the end, not go into the middle....one would think.
The Question: Is there a short key or quick command to use to guarantee the added vertex will extend from the end of the polyline rather than add one in the middle of the polyline, no matter which end I am trying to extend?
I have imported a dwg witch was created by Revit. The problem is that it creates polyline vertex for curves. But i want a arc, or at least not so many segments.
on the image; on the left is what i got, on the right is what i want.
Example as: i have 3 vertex (0,1,2) and you can see vertex 1 stay between vertex 0 and 2. Now, i want to delete this vertex how can do that. Similarly, i want to delete some vertex 3,5,8.
I currently click on a shape to see the grips. Then I put the cursor on a grip and see a window open that gives me the options of Stretching a vertex, Adding a vertex, or Removing a vertex. Is there a way when adding a vertex that you can add Mulitple vertexs without having to click on add vertex every time.