3ds Max :: Sub-object Animation In Set Key Mode
Jun 29, 2011
I am trying to animate an object in sub-object mode, using set key, but can't get the keys to animate. In the 3dsMax Help Documentation, it says the following:
Using Set Key with Sub-Object Animation
When using Set Key with sub-object animation, you must first assign a controller before creating a key. Sub-objects do not have a default controller assigned upon creation. The controller is assigned by animating at the sub-object level.
To animate a vertex using Set Key:
Create an editable spline.
Select a vertex.
Turn on Set Key mode.
Move the selected vertex.
Click the Set Keys button.
Now a controller has been assigned to the vertex. From this point forward, you can animate.
I tried the above process with a line converted to an editable spline, and still can't get the keys to stick.
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Feb 18, 2012
how to setup a animation/setup mode toggle keyboard shortcut? i seem to be missing it!
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Nov 14, 2011
Is there a way to remove object from an animated layer? Or better yet disable animated layers on an object altogether?
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Jul 31, 2013
I was wondering how to you create a forearm twist expressions for IK mode?
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Jul 1, 2011
The big problem with CAT. 3dsmax 2012 64-bit. Problems have appeared after installation SP1. I adjust a skeleton. In Link Info In Setup Mode I activate Animation Controller and Additive To Setup Pose. Then I create an Absolute Layer and activate Setup/Animation Mode Toggle. The bone departs not clearly where.
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Feb 12, 2012
How can I get an object to follow another object as well as reorient when the parent is deformed? See the attached image. Here I have wrist band rigged by using the "Path Deform Binding" modifier. I want the metal part to follow it as well as reorient to the flat surface it sits on. Here I had to manually rotate the metal part which is tedious if I want to try several band states.
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Jun 21, 2011
I'm having a bit of trouble re-sizing a mesh in 'sub-object' mode, so I must be completely off base and not understand what 'sub-object mode' is at all.
My steps below re-size it, but ... also splits the Body object into (Body, arms, legs) and spread them apart.I was hoping to be able to re-size my Head and Body meshes, and have them smaller, but still together? To re-size, I
1. clicked on the 'edititable poly' modifier for my skinned Body mesh (after unchecking 'always deform' in skin)
2. clicked on the icon for poly selection.
3. ctrl-a to select all
4. right click and choose 'scale'.
5. in global put scaling of 50%
and the result was my broken apart mesh in the graphic.What's the correct way to re-scale a mesh in 'sub-object mode'?
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Aug 7, 2012
I have 3dsmax 2013 and would be forever grateful for a solution to a parameter wiring problem. In simple question form: How do you wire a slider helper to rotate an object in LOCAL coordinate mode? I've tried it a hundred times and it's not wiring the rotation parameter in LOCAL coordinate mode, it defaults to world or view coordinate mode. (Look at gif attachment)
To replicate this issue in 3dsmax 2013, simply create a cube in the viewport.
In perspective view(or any other), switch to local coordinate mode and rotate it off center any way you wish. Now create a helper of manipulator-->slider type. Right click on the slider, click wire parameter-->value and link to the Box rotation in Z. Make the connection through a one way (--> wiring from slider to box.
Now when you move the slider value, the box doesn't rotate in local coordinate mode, it rotates in world coordinates or view coordinates. Whatever it is, it's not local. What is the expression for LOCAL coordinate rotation? By default the expression in the slider box of wire parameter dialog is z_rotation(or something like that). Looking at the maxscript reference, I've tried Local_Euler_z_rotation and other stuff. I can't figure out how to just get a local coordinate mode rotation through a simple wire parameter link to a slider.
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May 26, 2011
I used to use the option to display the "object color" in shaded mode from time to time instead of the "material color". However this does not seem to do anything in MAX 2012.
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Sep 3, 2013
In mesh edit mode, when you assign a material to the selection, it works as expected, it assigns the material only to what is selected, for example, a face.
In poly edit mode, it works differently, if you try the same approach it assigns the material to the entire object and you have to deal with multi-materials and material IDs to achieve that, what is very boring and totally unintuitive imho.
Is there an option to make the poly editing mode work like the mesh editing mode, or at least another way to achieve the same result in a intuitive or at least 'visual' fashion?
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Apr 19, 2011
In 3DS MAX 2011 my transform gizmo jumps to the origin every time I go into sub-object mode making it very difficult to edit. I have been through the help file looking for fixes without success. I have major deadlines to meet this week and this is severely hampering progress. How to reset the gizmo? When I pick an object the gizmo is in its proper location, it's only when I go to sub-object mode that it leaps away to the origin.
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Apr 11, 2012
I'm trying to mirror an object (wipers). But i can't. Mirror tool not mirrors the animation, just the model, so when i play the animation on the mirrored object, it moves weirdly. Symmetry is nor an option. I'm not using bones or anything, just 3 objects, two with rotation, one with rotation and translation.
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Nov 13, 2011
I want to morph an object based upon a look at constraint.
That is, assume object (A) has a look at constraint target object (B).
I want to morph object (C) to (A), based upon movement of (B).
Is this possible ?
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Jun 25, 2011
say objectA and objectB are both Parent constraining objectC. how would I remove the constraint of say, objectB? because in the outliner it only shows up as 1 constraint that has 2 W values.
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Apr 5, 2012
I am new to 3DS and modeling in general. I am interested in getting into the programming end of game design and was hoping to get decent at working with animations in the process. I have downloaded tons of fantastic models/scenes, but all of them are single objects and that makes animation difficult. Primarily, I am working with biped models and need to be able to move their limbs independently and faces where I need features to be able to be moved simultaneously in different ways.
I have looked up tons of tutorials and have the concept of how to move independent objects through the time frame, but I have no clue how to take a single object, break down its components, and use them individually while still having them be linked. Again, I know how to make simple objects and join those objects at pivots, I just seem to be having trouble working backwards.
I tried working with the object as editable mesh and had trouble getting all of the wires into objects and maintaining any sort of realism in animation as things seemed to be willing to go all over the place (having done a bad job at attaching the mesh into good objects), is there a better way than clicking and dragging and hoping you go everything you needed without things you don't?. I was hoping there was a way place pivot joints within your model and then connect those pivot points with bones.
where I could get prefabbed scenes with models created specifically for animations. I could be missing something completely here, but there has to be a way to animate individual components of single objects, or else the purpose of having single object models is lost to me .
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May 3, 2011
Is it possible to make an object, say a NurbsSphere to always be on top of the geometry in the viewport, like x-ray on joints. That way, I could use a small sphere in say the Elbow as a controller, and it could be inside the mesh but not hidden. Much like what you see here:
[URL].......
Is that really not possible?
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Dec 18, 2013
I'm trying to rotate a target cam around an object. It is part of a bigger animation. so the use of a spline would be no option.
Is there a way to retain a fixed distance between the camera and the cameras target?
3ds Max Design 2011
Win7 HP Xeon 16 core 3.30 GHz
32 RAM with Nvidia Quadro K5000
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Feb 19, 2013
I want to make an object oscillate. I know of the "param curve out-of-range types">loop but this makes the object oscillate at time=0 to infinity.
How do I make my object oscillate:
1) stationary from time=0 to x
2) then oscillate at time=x to infinity?
3DS Max 6 to 2009, Maya 2010
NVIDIA Quadro 1700, Quad Core 2.67GHz, 4Gb RAM
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May 8, 2012
Im modeling the engine on the image attached so im doing an example for the rig, looks simple enough, the left one(second image) has the pivot of the box near the center, so if you rotate it all pistons follows, but the right one works by just moving the pivots on one side, so you rotate any of the red point dummy(on local so you see the only rotation allowed), im thinking this is how it works, since i doubt it has a ball joint on the center and that the pistons are just for decoration, now the 4 red point dummys are just linked to each other so if you rotate the last on the chain the rest will just stay on the air so i wont be able to rotate it on another direction.
How do you emulate this kind of movement? the idea is that the pistons on a side push so the box gets a rotation, the first solution uses pistons on both sides to get a rotation.
what if i animated the pistons instead so they "pull" the box? would i need a physics simulation for that? with links theres always an order so i really don't get how to make it have "multiple pivots".
pistons_engine.zip
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Sep 19, 2011
If I have "dummies" 1 - 3 positions animated, is there a controller I could add to the curved object to rotate and position it in respect to the dummies? I guess the dummies are acting like motion capture points.
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Mar 21, 2011
I'm looking for a way to make an object (in my case a kind of girder) slowly appear in animation. I mean that in first frame there is nothing visible and then frame by frame object grows untill it's visible completely. I thougt I could make it by cutting the girder into parts and then "fly" them one by one into position to create the final object. But is there any way to make it smooth, like gradient from nothing to whole?
Intel Core 2 Quad Q6600 2.4GHz
4GB RAM, Radeon HD 6870, DX 11, Space Navigator
3DS MAX 2012
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Dec 16, 2011
Is there any way to hide an object for just one frame of animation? Actually, I want to hide it for several-- I'm doing renderings for a game, and at one point I want to render the character's hands without the object he's holding.
But when I hide an object, it hides everywhen. How can I say "this object doesn't appear between frames 17-30?"
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Aug 8, 2013
I need to animate an object rotating around an axis, and moving away from the axis simultaneously.
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Mar 11, 2013
How do you render your 3d object during animation in photoshop cs6 extended.In my animation, there is no rendering.
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Aug 4, 2011
I want to animate a cut-away of a house. Slice the corner off it so we can see into the rooms.
If I make the outer shell of the house as a single object, I could boolean it with a moving box to have the cutaway appear.
I'd rather build it from bricks, and have them disappear when my moving 'cutaway' box intersects them. It should leave a nice jagged brick-edged hole.
So - is there any way to have an object's visibility switch to 0 automatically if the object is contained in another (unrenderable) object?
(There are so many things I'd use this for. If you want lots of objects to appear in sequence, like a long row of dominoes, there's gotta be a quick way of having them pop into existence, rather than custom scripting or manually staggering keys in dope/track view)
I'm still on Max 9,
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Apr 10, 2012
I am trying to use it to do something for school. I imported a 3d object from a dwg file and there is a channel that curves along it cut into that. I want to move a cylinder in this channel. I cannot seem to find anything that will allow me to make a spline that mirrors the edge of the object or to constrain the cylinder to the object.
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Mar 2, 2012
I am tracking points on a moving object, it doesn’t deform, it tracks nice. Using Matchmover. Back in Max, it sees it as a static object, and the camera is moving around it.
Any way to invert the animation between a camera and an object so the other one is the one that moves, but they retain the same relational animation? Did that make sense? Right now the object (represented by a Group of 3D tracked points) is still but the camera moves, I want this opposite, the camera is still but the tracked points move, and it looks the same through the camera.
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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 6, 2011
i created a sphere that will control the rotation of the fingers. i align the sphere to the bone so it has the same angles. the bone angle is 0,0,0 but the sphere is (15, 10.23, 2)if i freeze the sphere, the angle get 0,0,0 but they get align with the world axis as X Y Z, how can i 0,0,0 and maintain the align rotation of the bone?
in Softimage there is something call set neutral pose, only change the angle displays to zero so the animator dont have a hard time.
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Sep 6, 2013
I have a triangular shape that is against a thin surface. I need to move the pointed end around but I need for the wider end 'face selection' to stay put or be locked in space. The rig was made with bones and skin with constrain and look-at controllers on the bone and nub.
I've tried linking verts to point helpers with linked xform and I've tried every kind of contrasting I can find and I just can't get the result I need. My goal is to have the end faces lie on the thin purple wall and be perfectly locked to it so that when I move the point everything else follows but the faces against the wall to be rock solid.
You'll see me move the pointed end around. Then you'll see me select the faces on the end.
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Jan 1, 2012
I have setup everything for my charecter painted weights, so im now ready to animate but now i watched that my charecters eyes are not attached...im a newbie so i've struggling here....i like to combine the eyes to face..i dont animate eyes..
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