Depending on the rig and the job I normally keep the animations separate, either in .fbx format (some custom rigs), .bip (biped) or .xaf (Animation > Save/Load Animation). Then I keep a blank character file that doesn't have any animation in it and then load in the files. I usually create a simple UI that displays a list…
I'm currently working on a game that requires multiple walk cycles and combat animations to be made. And although I do technically know how to animate and export everything I need I want to ask a couple of questions before I end up in a deadend. I'm using 3DSMax with a custom rig that does exactly what I want it to do, but…
Cat layers are a bit of a pain in the arse. You have to animate the weight of the layers to turn them on/off in Max's viewport. With 30 or 40 cycles on the same timeline it can become quite hard to manage. Have you considered just saving out a separate file for each anim? Then you can just iterate and not have to worry…
For some reason I overlooked load/save anims. Although Ive been using constraints right below... This is a huge help! Thanks for the hint. I just need to establish a proper workflow with this because it looks easy to mess up. Obviously I need to select ALL bones of the skelton before I hit load. Maxscript will certainly…