3ds Max :: Making Pile Of Sponges For Dock - How To Keyframe Animation
May 4, 2012
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.
Currently 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.
how 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.
I was trying to make an after effects icon on the dock ( I have a MacBook pro running mavericks )I have a subscription to the creative cloud - and have downloaded after effects CS6 . but....
Now when I try to open one of my After effects projects it says " Error message something about I need to uninstall the older version of after- effects and then it listed a preset ( blur) and when I close the window , there were approximately 30 similar windows with the same message , but a different preset,( blur this or that )
So like an idiot I went to my applications and dragged my after effects app icon to the trash ( there were two of them) and then emptied the trash- Now all my After effects files are greyed out with small green text that says "exec"
I cant open my AE(after effects) files, I went to the cloud to re-install it and it says it is alll updated , should I do a uninstall? How do I do that? can I do that and then re-install AE CS6?will adobe make me download the newer CC version?I don't want that version because all the computers at my school run CS6.
Considering the use of sequences of still images (e.g. created through vector software as Corel Draw), whether “VideoStudio Pro X4” is able to make the following kind of animation?
Apple Keynote Animation [URL]
If yes, which are the name of techniques/resources to be employed?
We have a client who is looking to dispose of a large quantity of excess soil on a vacant property. We plan to hold the elevations near the northern property line, slope 2% in a southerly direction, then tie in at 3:1 slopes along the southern property line. What is the best method to determine where the break point between the 2% and the 3:1 tie grades would be?
I usually create models in Inventor and import into Max for rendering. One particular model that I am creating has a small section which is a pit containing a pile of coal. Is there a quick and easy way to model a pile of random sized small objects such as coal, balls etc. in Max?
how to extract pile coordinates to excel or spreadsheets, or anything that works and is quicker than just individual pile coordinates. i have about 446 piles.
There's a great bog eyeball, which, as most eyeballs, is not perfectly spherical, and has a bug bump where the cornea juts out over the iris area. The eye is open, with eyelids above and below the iris, the upper covering the top of the iris somewhat. As the eyeball rotates, it should deform the eyelid, esp. the upper eyelid. What's the next way to make eyelids conform to the eyeball as it rotates, we can use cloth if necessary, but if there's an easier way, with constraints, lattices, etc. Like if there's a lattice on the eyelid whose control points get pushed away by the front of the eye, then fall back as it rotates away, or something..
I have a Grading Plan that is getting increasingly unstable as time goes on... I used Grading creation tools to create 3:1 mounding for a stock pile that is on my site... there are a couple dozen mounds on the site for this stock pile...
My problem is when I go to edit any feature lines or Grading; the drawing just crashes and will not save my work... I ran an audit and it does not find anything... I need to get the grading done ASAP and this is a major hold up... Do I need to go back through and manual grade everything or is there a secret that I am missing?
I have read multiple forums on the matter with older version of Civil 3d... so this is to tell me that the problem has never been fixed with Autocad?
I have a problem with making joints in Maya 2013. When I use joint tools and try to make a chain, it won't connect and goes in random direction. I've attached the screenshot. I've just started using Maya.
I'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]....
I 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 ?
When 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
I 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.
I 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'.
Is 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.
In 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.
Inside 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.
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 had a palette on my dock which gave me a thumbnail of all my imported images available
anyway at some point i clicked on the x after I had finished the project, but now it seems to be gone forever (does not automatically appear) when I open a new project...question is where is it and how do i get it back.