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  1. #1

    Default Re: The Complete Animations Guide

    actually I do need all the frames as what it does with the hands is important to the anim, it's only the legs I wanted to fix in place.
    thanks anyway !




  2. #2

    Default Re: The Complete Animations Guide

    I was referring to the legs actually... Every bone has its own "set" of frames. So what I meant is that you only need a few frames for the leg movement. That doesn't mean you have to change the frames of the hands as well

    (Select a bone to see its set of frames)

  3. #3

    Default Re: The Complete Animations Guide

    hey that sounds very promising. thanks a lot, I think that will work !




  4. #4

    Default Re: The Complete Animations Guide

    I had an image there, but for some reason it doesn't show up anymore

    I'll add it again when I have time...

  5. #5
    Gen.jamesWolfe's Avatar Vicarius
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    Default Re: The Complete Animations Guide

    Quote Originally Posted by PatricianS View Post
    I had an image there, but for some reason it doesn't show up anymore

    I'll add it again when I have time...

    the server being a douche? happens.

    at least I found it now, and can make the ultimate musket loading animation. thanks for this guide

    EDIT: my first skeleton!
    Last edited by Gen.jamesWolfe; March 18, 2011 at 11:46 PM.
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


  6. #6
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    Default Re: The Complete Animations Guide

    Hi guys, I'm quite a newbie to 3dsmax, and I'm having a problem with "auto-key"

    Here is what happened to me:

    Spoiler Alert, click show to read: 

    I click the auto-key button, start animating as usual, like this:



    Then I rotate the arm:



    And finally, instead of having a frame which don't related to the 1st frame, I get this:





    Any idea of what have I done wrong?
    Honored filly of M and happily taking my glance over Milner and Diamat

  7. #7

    Default Re: The Complete Animations Guide

    Yeah, that happens some times... I suggest copying the position of the bones in the animated frame to the first one, as when you erase frames, some times the animation persist anyway, unless you create a new frame in that position... Good luck!
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  8. #8
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    Default Re: The Complete Animations Guide

    you did not do anything wrong, that is how you use auto-key in 3ds max, as i can see you move time slider to 30, then you lowered the arm, therefore 3dsmax will just fill in the gaps from 0-29 resulting to what you have now.
    Last edited by Finch; June 13, 2011 at 11:03 PM.

  9. #9
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    Default Re: The Complete Animations Guide

    I usually have 2 complety different frames while using Auto-key, and the progam don't filled in the gaps like I'm having recently.

    What I'm having now cause me a lot of trouble when I animating .
    Honored filly of M and happily taking my glance over Milner and Diamat

  10. #10

    Default Re: The Complete Animations Guide

    Quote Originally Posted by phananhtom View Post
    I usually have 2 complety different frames while using Auto-key, and the progam don't filled in the gaps like I'm having recently.

    What I'm having now cause me a lot of trouble when I animating .
    It did. It did automatically calculate all stances between the starting position and the position you ordered at frame 30. That's simply how auto-key works, nothing to do about it.

    If you want to change the default position of your model, then you should do so before turning on the auto-key.

  11. #11
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    Default Re: The Complete Animations Guide

    Oh, I get it now. Thank you

    By the way, are there anyway for me to get rid of that gaps-filling ?
    Honored filly of M and happily taking my glance over Milner and Diamat

  12. #12

    Default Re: The Complete Animations Guide

    Why would you want that? And if you export the animation and then import it again, you can delete all slots from the time-line you don't want

  13. #13
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    Default Re: The Complete Animations Guide

    Quote Originally Posted by PatricianS View Post
    Why would you want that? And if you export the animation and then import it again, you can delete all slots from the time-line you don't want
    I'm trying to make a bowstring animation by creating new bone for the string, and this requires moving the bone to work.

    The string needs to be moved in frame 15, but when I moved it, the string in the frames from 1st to 15th were all moved because 3ds max auto fill the gaps. This is why I want to get rid of it.

    Thanks for the tips, guys
    Honored filly of M and happily taking my glance over Milner and Diamat

  14. #14

    Default Re: The Complete Animations Guide

    you could also move your animation every frame, Like a movie projector, but very time comsuming
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  15. #15
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    Default Re: The Complete Animations Guide

    I have a question:


    how do I make soldier march in cadence? I want them all to move their left feet simultaneously (more or less), then their right foot, then left, etc. As it stands, they do not do that.
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


  16. #16

    Default Re: The Complete Animations Guide

    As far as I know, that's impossible with RTW, sorry

  17. #17
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    Default Re: The Complete Animations Guide

    Quote Originally Posted by PatricianS View Post
    As far as I know, that's impossible with RTW, sorry

    well, they practically do it with shield walls, so why not non-shield walls?

    thanks for the answer. I'll indeed see if it is possible or not for sure.
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


  18. #18

    Default Re: The Complete Animations Guide

    I'm having some issues when modifying turn left/turn right and step back/step fron animations. When in game, the soldiers moves are a bit disorganized, they mess up when trying to rotate in formation. Do you guys have any clue of what can be happening? I didn't modify the animations' extension (i.e. number of frames), just the position of hands and arms.
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  19. #19
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    Default Re: The Complete Animations Guide

    Can you give us something like... video or something about it? I have changed those turn right/left, back/front steps a lot of times, but I'vent got any problems with it
    Honored filly of M and happily taking my glance over Milner and Diamat

  20. #20

    Default Re: The Complete Animations Guide

    You will indeed have to give a few more details

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