As far as I know, out of range curves don't work with biped's normal controllers but it will work on sub-animation controllers, which is probably useless for what you want, unless you want to do all of your animation on the sub-animation controllers... I wouldn't recommend that, I haven't ever tried it. But just incase you…
Second pro tip: the biped is a bitch but youve got to make it your your bitch. While not altering his core functions. But feel free to add custom stuff on it ;) Animating with the biped isnt reaaly elegant and your timelie will always be filled with tons ( and sometimes nearly useless ) of keys but thats just the way it…
Hi tech talk, I have been animating in 3DSMax lately with Bipoed, and there's something that really frustrates me right now: I have a bunch of keys set on my spine1 and spine2 bones. When I want to remove a key from spine2 that sit at the same time as a key on spine1 it removes keys for all the bone chain. It does that…
I agree I'm not a fan of separate tracks. If I use it, its on the fingers. Which means I use a lot more keys and poses and spend less time tweaking curves, which is good because curve editing in max can be a nightmare and biped doesn't make that any easier. What biped gives you in: Ease of setup Twist bones Simple rig…
Thanks Mrfred, that's all very useful. Yeah in my case it's more of I placed a key on spine2 at the same place as spine1 and want to move it two frames but it moved the whole thing. In that case it was easier to load a previous save and just recreate the key at the righ place directly. :) I'm very keen on working with…