Hello everybody! Im new to polycount, but I heard its the biggest online community for game developers and designers. I used Maya for many years, but now, I started using Max, so I'm new to this software. I wanted to ask you about a problem I've been having with 3ds Max animation curves: I Can't see the animation curves…
thanks inn advance to Vig and MoP for your help: yesterday I got to the point where I understood that in quaternion mode there AREN'T ANY tangents.... so, it leaves me with euler curves, which actually have the bezier handles. Although I tried to correct some animation with it, It doesn't seem to work 100%, because (for…
buaaaaaaaaaaaaa!! really..... everything's perfect within the software and there's nothing more frustrating then to realize that all is messed up after the export... If it was a normal render, mission accomplished with great success! anyway, the legs on max are perfectely still, there is no movement on them, so what I will…
Hi again! About playing with planted keys, no, I haven't played with them enough to understand the differences and how it works. Im working with max for almost 2 weeks now, but I had to start by rigging a character and animate it. so now, I tweaked a bit more my animation (its a female golf player), so I have been…
Ouch, I have zero experience with Ogre so I can't really help with that sorry =/ But I can offer some advice based on other exporting I've done. If the legs where sliding around inside of max I would say use planted keys, but since you're exporting it gets infinitely more complex and planted keys aren't always a good idea.…
Hmm I think since you're using Biped it doesn't show tangents in the same way as other anim curves (usually with animations in Max you can show curve tangents - for example try animating a simple Box primitive and they should show up). However Biped uses its own curve method (bit annoying really, it's inconsistent) and you…
If you're using Euler try setting the keys to Linear (up top straight red line). Yep only quaternion with TCB values. Also you can "break" curve handles into by holding shift and dragging one of the handles. You can also click "custom" in the tangents box second red curve line from the left. Welcome to biped. This is…
Yep. Unfortunately the curves even when set to Euler are still Quaternion they just interpret what you see and use in the workbench (which looks Euler), into Quaternion values. A bit of a hack fix but its a lot better than being stuck with TCB. Ahh good, the tension thing was one of the biggest headaches for me too. As for…
Biped has its own curve editor called workbench. Its accessible through the biped menu in the command panel on the right when you have a biped piece selected. Its right next to "mixer". Biped has two modes: Quaternion, which uses TCB (Tension, Continuity and Bias) values to edit the curves. You won't get bezeir handles on…