Maya Animation :: How To Select And Key All The Bones At Same Time

Jan 13, 2014

When animating, I have to manually key all the bones on frame 1, and then manually key all the bones on frame "whatever". If I don't key every bone myself, then bones I missed on frame one will become the same as the ones on frame "whatever". I was wondering if there a way to select and key all the bones at the same time? I tried, just slecting all the bones in one 'left-click', and that only seems to key the root bones. 

I am actually a 3D modeler from a different program trying to learn Maya. I have spent the past 5 days just watching youtube tutorials, but for some reason they do not seem to have the problem I am having. 
 
Here are what my setting look like: [URL]...

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Maya Animation :: Unable To Select Range Of Time In Some Scene

Dec 7, 2011

can't select range of time in some Scene

[URL]........

look what happen when i del all the key in the HumanIK system

[URL].......

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I'll attach a picture.

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Aug 25, 2010

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Apr 25, 2011

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Maya Animation :: Time Slider View Keys?

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like a Show-key frames only. type of thing.

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Maya Animation :: Graph Editor Showing Only One Curve At A Time

Mar 5, 2012

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Maya :: Time Slider Running Super Slow When Scrub Through Animation

Mar 13, 2012

For some reason when I scrub through my animation, it runs really slow. And it has nothing to do with my computer itself. It is the particular file. I tested this by opening up one of my others (i saved in iterations) and they all scrub just fine. All I was doing was animating with a rig, so there isnt any extra polygons or whatever. And on top of that, it worked just fine before I exited the program earlier, I even playblasted it and everything, and then I looked at the playblast later and decided I wanted to change something, reopened the file, and the timeline has been chugging ever since. I tried opening and closing maya already.

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Maya Animation :: How To Select Joint Hierarchy With The Script

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Sep 6, 2010

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3ds Max Animation :: Folding Animation With Bones

Aug 24, 2012

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Windows 7 Ultimate x64
3Ds Studio Max 2012 x64 - Student Version

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Nov 2, 2011

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Dec 19, 2012

if I have a rig and an object which is skinned to it, what is the best way to enlarge a bone so that certain vertices on my mesh will look inflated or deflated?

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It seems that the only way to get the mesh to localy increase or decrease in size is to scale parts of your rig, but that's something I always try to avoid.

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nVidia GeForce GTX 560
Windows 7 64-bit
Intel i7

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3ds Max Animation :: Bones Not Showing On Rig

Jul 31, 2013

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3ds Max Animation :: Controlling A Set Of Bones?

Jan 14, 2014

I have a purchased model with a "hose type" rigg, and I can't figure out how to replicate it.

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3ds Max Animation :: Attach CAT Bones To Model?

Mar 22, 2011

In 3ds Max i made CAT Bones for my model. However how do i attach these bones to my model? Because when in Motion Builder my model doesn't move with the bones. I also tried a biped it also didnt move.

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3ds Max Animation :: Locking Bones In IK Chain?

May 4, 2011

I am working with a rig that has arms and legs in which the upper and lower sections (Thigh, Shin, Upper Arm, Forearm) are composed of chains of bones in and of themselves. I have included a screen shot to show a simplified example of what I mean.

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May 5, 2012

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I am trying to synch several biped characters to an HD background video I have placed in the environment slot. The problem is that when I scrub the animation slider or hit the play button, Max cannot play the background video in real time. When I hit play, the video remains frozen on whatever frame it was last on, but then updates to the correct frame when I hit the stop button.

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Maya Animation :: Unlock The Scaling Attribute In Walk Cycle Animation File?

Feb 17, 2011

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Maya Animation :: Hide Non-active Animation Layer F-curves In Graph

Apr 18, 2013

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Maya Animation :: Setting Up A Rope For Animation Based On Control Panel

Jan 20, 2011

I'm trying to animate a moving rope based on simulation data. I know how to import my motion data for individual objects.I've seen lots of tutorials where one uses simulations or soft bodies with IK in order to create a rope. how to use all these features and I want the rope to follow my coordinates exactly. I was hoping I could do something like the following:

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Dec 11, 2010

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Maya Animation :: Expression To Automate Animation Of Wheels

Oct 10, 2012

I am trying to add an expression to the standard Mudbox car to make the wheels turn when the vehicle moves in both the X & Z dimension. I have found many scripts that let me do this in a single dimension. I have found some others that claim to work for both dimensions, but at certain angles the wheels turn in the wrong direction.

My work flow is as follows:
1 - Export car from Mudbox to Maya
2 - Separate the wheels & center pivot all items
3 - Add NurbsCurves to create a rig
4 - Parenting the elements of the car
5 - Add an expression based on this web post [URL].......
6 - Test the animation

It works great when translating the car in the Z axis, but when the car is rotated 95 degrees in the Y axis the wheel will only go backwards no matter which direction the car is moved.

I have attached an MB (Maya 2013) so you can see the

problem.mudboxcar_maya_2plusexpression.mb.zip

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Maya Animation :: Blendshape Animation From Motion Capture?

Mar 6, 2012

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Hope YOU know a solution for this, I believe blendshapes are THE way to create realism in tracked animation but I was not able to find ANY reference to something like that. I'd like it to be customizable and not to expensive, so the imagemetrics faceware service won't do for me

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Maya Animation :: Baking Parts Of Animation Deletes Others

Apr 3, 2011

How come baking some part of animation in graph editor deletes everything before and after the part i bake and how can i bake that part while leaving the rest untouched?

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Maya Animation :: ATOM Animation Transfer Between Different Characters

Oct 23, 2012

I have a character with animation. Another character is the same(same bones, meshes), but with no animation, 100 times larger in size and I resize the head to make the head looks slimmer. They are saved in different fbx files and I imported them into mb scenes. I select the root bone and "select hierarchy", the export options is shown below. Then select in the same way in the larger character's scene, the importer options is shown below. THE PROBLEM is: after I import the atom, the character becomes shrinked to the same size as the former one and the ratio of head becomes the same as the former one too.

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