OK this might be hard to explain but I am finally getting animations down and having some fun. My question is, is there a way to replace the standard pose with your new animated one? Let me go into detail.
The Marine's standing pose is him holding his rifle.
If I edit him with his hands in the air at the start and click play he does it for a second then goes back to holding his rifle for the rest of the animation.
What I am doing now is editting each tiny little frame with his hands in the air which is extremely time consuming.
So, can I edit the first second of the animation and then set the rest to do the same or am I screwed?
You should be posing your character at keyframes and max should generate the animation based off those key poses. I'd explain how but I don't use max for anything but conversions.
Manually doing a new pose each frame is NOT how it's done ;0
hello, im an animation major - in Maya. and wha you have to do is make two key frames. if you make them both with the hand at the exact same position, MAX should make every frame inbetween them the transition frames I.E. the same frame (Since both key frames are exact copies) hope this helps
for example if u want the animation of his arm in the air being 100 frames, frame 1 and 100 will be keyed, with the arm in the air. then all 100 frames will have his arms in the air.
if u key frame frame 1 with his arms in the air, and frame 100 with his arms at his sides, all from 2-99 will be him lowering his arms from in the air to his side. makes sense?
Yeah, max will interpolate the other poses in-between key poses. Try searching for in-betweening (a concept in animation).
If you are already doing this and you are still having the issue you stated, try selecting the keyed fames (the keys through shift box-select?) and click the button that has this zigzag icon (tracks?) at the left side of the animation track and choose smooth.
I don't know if it's just max or what but I have all the keyes set up now and if there is even a milisecond that doesn't have it's own key it goes back to the original. For instance from 2700 to 2800 I have 10 keyes at the same spot (hands up) but a few spaces with no keyes, when the animation plays it only puts his hands up at those keyes :(
I got this working I wasn't seeing the extra keyes for certain parts that kept making it come back down.
Unfortunatly my units animations work but they don't have textures. They come out pitch black and when I add textures in 3ds they come out glowing white.
I had that issue too. I can't remember what I did to fix it though (haven't used the tools for some time... I just remember having issues left and right. Blizzard has a tendency to make what should be a relatively simple thing extremely complicated). I'll play around with it in a bit and see if I can get them to work.
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OK this might be hard to explain but I am finally getting animations down and having some fun. My question is, is there a way to replace the standard pose with your new animated one? Let me go into detail.
The Marine's standing pose is him holding his rifle.
If I edit him with his hands in the air at the start and click play he does it for a second then goes back to holding his rifle for the rest of the animation.
What I am doing now is editting each tiny little frame with his hands in the air which is extremely time consuming.
So, can I edit the first second of the animation and then set the rest to do the same or am I screwed?
You should be posing your character at keyframes and max should generate the animation based off those key poses. I'd explain how but I don't use max for anything but conversions.
Manually doing a new pose each frame is NOT how it's done ;0
Ah I see. OK so can I copy a key for say the arms, and paste them throughout the sequence? Or am I doing it wrong again?
hello, im an animation major - in Maya. and wha you have to do is make two key frames. if you make them both with the hand at the exact same position, MAX should make every frame inbetween them the transition frames I.E. the same frame (Since both key frames are exact copies) hope this helps
for example if u want the animation of his arm in the air being 100 frames, frame 1 and 100 will be keyed, with the arm in the air. then all 100 frames will have his arms in the air.
if u key frame frame 1 with his arms in the air, and frame 100 with his arms at his sides, all from 2-99 will be him lowering his arms from in the air to his side. makes sense?
Yeah, max will interpolate the other poses in-between key poses. Try searching for in-betweening (a concept in animation).
If you are already doing this and you are still having the issue you stated, try selecting the keyed fames (the keys through shift box-select?) and click the button that has this zigzag icon (tracks?) at the left side of the animation track and choose smooth.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I don't know if it's just max or what but I have all the keyes set up now and if there is even a milisecond that doesn't have it's own key it goes back to the original. For instance from 2700 to 2800 I have 10 keyes at the same spot (hands up) but a few spaces with no keyes, when the animation plays it only puts his hands up at those keyes :(
@GnaReffotsirk: Go
Saw your comment after I posted I'll start looking :)
If you have trouble still can you upload the file and I can look at it? It'll be easier than trying to explain everything back and forth.
@Varine: Go
I got this working I wasn't seeing the extra keyes for certain parts that kept making it come back down. Unfortunatly my units animations work but they don't have textures. They come out pitch black and when I add textures in 3ds they come out glowing white.
I had that issue too. I can't remember what I did to fix it though (haven't used the tools for some time... I just remember having issues left and right. Blizzard has a tendency to make what should be a relatively simple thing extremely complicated). I'll play around with it in a bit and see if I can get them to work.