Does every animator has to know the technical details of a rig? I mean soon or later an animator ought to break even a fool proof rig and screw it up. I just don't necessarily see the same person both rigging and animating.
In a recent class I had at school I had to animate a falling scaffolding. I'm not planning on being an animator so I haven't done much outside of what I've had to do for classes and I ran into an issue where if I rotated a scaffolding sections "skeleton" from the first bone on only one axis, that it would not rotate on…
I disagree, you dont even need to technicaly know how a rig was made to understand something isnt quite right after animating with it. And also i wouldnt trust a rigger who never animated there rigs, they dont have to be amazing animators just keen enough to properly test there rigs. And to the origional question, that…
Thanks for all the speedy and informative posts guys. I haven't started animating yet, I'm still skinning, but I wanted to figure out this problem now in case I experience it in my biped. I am working on other projects at the moment and haven't gotten to test all the suggestions but when I do I'll return and let you know…
Yep, auto key sets a key at frame 0. It only sets a key for that particular motion. If you move to frame 10 and rotate, it only sets keys on rotation on 0 and 10. It won't set Position or Scale. Before you start animating and while your still on frame 0 you can click the big Key button which will set a key for everything.…
I haven't animated in max much, but from what I know in it, and in other programs frankly, is that auto-key never puts a key at frame one, you have to manually set the first keyframe, then it will put keys after that. Also the auto key and set key may only key the channels for the selected manipulator IE pressing set key…
Another quirk that I just noticed, whenever I animate a bone, the shoulder for example, and Auto Key applies a new key, it applies the key for every bone in the limb, both lower and higher. Rotating at the shoulder sets keys on all the bones down the arm, as well as the clavicle above it. Rotating a food sets keys in the…
Well that's how it SHOULD work. I tested animating a box object and Auto Key and Set Key worked fine but with my biped object this isn't the case. As I said before, clicking the Key button with Set Key on typically does nothing. Auto Key creates a key frame, but only one, at the current frame and nothing at the start.…
Rotation order. Select your bone, go into the motion tab and change "axis order" to xzy. This will most likely screw up existing animation, so it's always best to set it before keying things. Keep in mind that different rotation orders work best for different situations. To expand on that a bit, it'll depend on what axis…