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RealNitro
02-03-2003, 02:33 PM
How to delete all the keyframes in 3d studio max? I keep having troubles with some 'ghost' -frames, or heads that start shaking at the half of an animation.
And is there a way to put Max in his basic 'stand'-anim?

Maddieman
02-03-2003, 02:48 PM
Delete all the keyframes you can, then click on each bone; and then under the motion tab on the left, change it's assigned controller from tcb to linear. Do that for postion, rotation, and scale for each bone. That's the quickest and easiest (but not necessarily the best) way I found to get started.

RealNitro
02-04-2003, 03:28 PM
Thanks! And how do I change the amount of frames?

Maddieman
02-05-2003, 05:06 AM
In the bottom right corner there are some buttons - one has a little clock face on it. WHen you click on it, it opens up a window that allows you to adjust the amount of keyframes, framerate, and the timescale.

RealNitro
02-05-2003, 05:59 AM
Thanks again. But still, I have some troubles:
The punching anim I made involves rotations of the torso. In 3ds this all looks fine, but when I export it and check it out, the torso does a 90° turn EXTRA at a certain point in the anim (so max punches to the right in stead of in front of him). images/icons/mad.gif Of course this looks like shit, but what can I do about it???

The second weird thing that happened was that a full rotation of the pelvis (180°) plus moving forward didn't work either: The pelvis simply didn't rotate at all! Does this have to do with the fact that I left the playercontrols ON while testing the animation? It's just weird. Sometimes i really don't get this animating thing. Maybe I broke some insider rules?

Maddieman
02-05-2003, 06:16 AM
One thing you could try is to check that the animation works fine in Milkshape, before you take it to the game itself. Sometimes you need to add an extra keyframe at the very beginning of your animation to set the character into the default stance.

Maybe I broke some insider rules? <font size="2" face="Verdana, Arial">Yeah, character rotation seems to be a problem for certain animations. I found it worked fine for the forwards dodge, but not with the others. I still don't know if it's because of the exporting options, or the game itself.

RealNitro
02-07-2003, 03:25 PM
I think I know why the torso doesn't do what I want it to:
// Aiming pivot bones
[OneHandedAimingPivotBone] Name = "Torso";
[TwoHandedAimingPivotBone] Name = "Torso";
<font size="2" face="Verdana, Arial">This is at the bottom of the default_skeleton.txt. The engine probably doesn't allow the torso to turn normally with the playercontrols on because of these sentences. images/icons/confused.gif

HairlessWookie
02-08-2003, 01:49 AM
upper body and lower body bones are independent of each other somewhat. when u do an animation that involves the whole body, it will work different while running or crouching or doing anything that involves the lower body bones. Even default animations do the 90 degree and 180 degree torso turns in certain circumstances.
try the animation standing still too.
the lower body bones begin at the pelvis.

RealNitro
02-08-2003, 03:33 AM
Thanks, I'll give it another try