This is my first post and I'm glad I finally register on the forum.
There is a lot of cool stuff on this site. I found myself visiting first here when I
get stuck in my mapmaking, so I'd like to give my best to the people that created
this wonderful site and all the participant that keeps it go on.
I'd like you to excuse me from now on for my not so good english. It's not a native
language to me and I often make stupid mistakes...
Sooo... I'd like to ask something....
I have created an animation for my model in 3ds max - a simple 180 deg rotation +
Up-Down transition by the Z axis (It's an item model). In SC2 the animation works,
but it also scales, the model is constantly shrinking and expanding. In order to fix
that I read in a tutorial that I have to start by putting more keyframes in the animation and
see if it works better, but my animation is 3339 frames and I tried putting key frames
every 300th frame but it is still scaling.
So my question is: Is there a function in 3ds max that can put key frames every # of
frames in a completed animation?
What he said. Not sure if you have to put each 10 degs. But I think you should use TCB controllers for bones. Coz I think SC2 is using 'em. Same as wc3 did...
There is K button to set keys where your marker is on timeline/keyline.
@kailniris: Go I added keys every 10 degs and now it works fine (no scaling).
I was wondering if there is a function in 3ds max that will do that automatically, i.e. put keys every N frames so I don't have to do that for all the models I create. It's time consuming....
I do not use Max too much anymore, but in Maya there is an action called "Bake Simulation". Basically it takes what you have animated and sets keys at every frame. You can dig around or ask about where that is in Max. Also, the bake sim in Maya has a value for the tool that allows you to set the sample rate. So if you set it to 10, it will set a key every 10 frames.
Not sure if this would work, but perhaps you could simply reduce your frames by the frames per second. Then using the set key hotkey in max just click next frame, add frame, then repeat. Then simply adjust your playback speed on export to be very small.
I'm not sure if I'm understanding what is happening here, but scaling, rotation, and displacement are 'separate', so if you have a scaling keyframe, adding a rotating keyframe will not affect it. In order to have the scaling change at another keyframe, you'll have to make another scaling keyframe.
That was probably really improper terminology, but I hope I got the point across.
If I have to put all the keyframes manually then I can do it without shrinking and expanding the animation lenght.
I was looking for a much more automated way than that.
The problem is that SC2 (or the exporter) creates scale animations on it's own. In 3ds max I do not use scale while animating
just rotation and transform.
Hi,
This is my first post and I'm glad I finally register on the forum. There is a lot of cool stuff on this site. I found myself visiting first here when I get stuck in my mapmaking, so I'd like to give my best to the people that created this wonderful site and all the participant that keeps it go on.
I'd like you to excuse me from now on for my not so good english. It's not a native language to me and I often make stupid mistakes...
Sooo... I'd like to ask something.... I have created an animation for my model in 3ds max - a simple 180 deg rotation + Up-Down transition by the Z axis (It's an item model). In SC2 the animation works, but it also scales, the model is constantly shrinking and expanding. In order to fix that I read in a tutorial that I have to start by putting more keyframes in the animation and see if it works better, but my animation is 3339 frames and I tried putting key frames every 300th frame but it is still scaling.
So my question is: Is there a function in 3ds max that can put key frames every # of frames in a completed animation?
@eXirrah: Go add keys for every 10 degrees and the problem disappears
What he said. Not sure if you have to put each 10 degs. But I think you should use TCB controllers for bones. Coz I think SC2 is using 'em. Same as wc3 did...
There is K button to set keys where your marker is on timeline/keyline.
@kailniris: Go I added keys every 10 degs and now it works fine (no scaling).
I was wondering if there is a function in 3ds max that will do that automatically, i.e. put keys every N frames so I don't have to do that for all the models I create. It's time consuming....
I do not use Max too much anymore, but in Maya there is an action called "Bake Simulation". Basically it takes what you have animated and sets keys at every frame. You can dig around or ask about where that is in Max. Also, the bake sim in Maya has a value for the tool that allows you to set the sample rate. So if you set it to 10, it will set a key every 10 frames.
Not sure if this would work, but perhaps you could simply reduce your frames by the frames per second. Then using the set key hotkey in max just click next frame, add frame, then repeat. Then simply adjust your playback speed on export to be very small.
I'm not sure if I'm understanding what is happening here, but scaling, rotation, and displacement are 'separate', so if you have a scaling keyframe, adding a rotating keyframe will not affect it. In order to have the scaling change at another keyframe, you'll have to make another scaling keyframe.
That was probably really improper terminology, but I hope I got the point across.
There are lots of baking plugins for max this can do this also.
IF you need some pointing PM me.
@PermaG: Go
I couldn't find a feature like this in 3ds max.
@crazyfingers619: Go
If I have to put all the keyframes manually then I can do it without shrinking and expanding the animation lenght. I was looking for a much more automated way than that.
@Kanaru: Go
The problem is that SC2 (or the exporter) creates scale animations on it's own. In 3ds max I do not use scale while animating just rotation and transform.
@tigerija: Go
I'll search for plugins, thanks.
I PMed you tool. Works right ?