I'm relatively new actual rigging and animation in 3ds max. I'm having a bit of a problem that I need to get myself out of.
I have an object that was animated by rotating and moving the object itself in Max. Now I need to transfer these animations to a bone so that the animation can be used in-engine.
Linking the bone to the object works fine and dandy, but that doesn't actually make the bone inherit the actual keyframes and animation data, it just makes it follow the object.
Any ideas on how I could go about doing this?
Replies
i dont have max here at work, and I havent used it in a while, Im a maya guy now, but look somewhere in edit, bake keys or something\.
turn auto key on, select your bone, go to every keyframe (unless there are hundreds, then this will take ages), and use the Align tool, tell it to inherit the X Y and Z rotation. Skip to the next key frame number and do the same. It should use actual object rotation for these rather than just following the other object.
I'm sure there must be an easier way than that though.
animatr: yeah, i thought it would be called something like "Bake Keys", still haven't found it yet though.
what kind of stuff is this object doing? is it too complex to just redo with the bones instead?
a maxscript that should be able to do the job, as well
Lots of help everyone, I've forced myself to learn quite a bit trying all the different suggestions that everyone had. Thanks so much!