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3DS MAX key framing need help!
show user profile  shadowst17
iv been having this issue for years and im fed up with it im sure there's a very simple way of fixing it but never got around to asking when ever i key frame something lets say for example

a sphere from 0 to 100 frames in a straight line now if i was to add a rotation at say 150 and a slight movement the rotation and them movement are seen from frame 0 what am i doing wrong!! iv messed with the curve editor with no way to fix it.

Iv had this issue with lights were if i made it go form 1 to 0 then back to 1 transaction form 0 to 1 is random number but i was able fix that in the dope sheet

and if that confused you here something i was trying it the ship should go straight then at the middle key frame start rotatinghttp://www.mediafire.com/?2i8l95d1lixja95

read 296 times
1/20/2012 8:21:00 PM (last edit: 1/20/2012 8:28:02 PM)
show user profile  Nik Clark
I'm not sure if this is your solution, but it sounds like you need to add more keyframes to control when events are happening. Imagine that all events need two keyframes to tell them when this thing starts and stops happening.



read 276 times
1/20/2012 9:26:53 PM (last edit: 1/20/2012 9:26:53 PM)
show user profile  herfst1
Yeah, what Nik said. EVERYTHING you keyframe needs a base frame to reference from. So if you only wanted to only start rotating from frame 150, then put a keyframe at frame 149 with zero rotation.
read 273 times
1/20/2012 9:51:24 PM (last edit: 1/20/2012 9:51:24 PM)
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