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max's offset keying - a way to get around it?
show user profile  digs
So you know how when you autokey an object around the scene, but then you move that object with autokey turned off, it offsets every key you've added previously? Is there a way to get around this?

ie, if you autokey an object at 0,0,0 and 5,5,5 - but the you move it 2,2,2.. you're object is now at 2,2,2 and 7,7,7... the desired behavior im thinking of is the same as how maya handles key'd objects

I've always wondered about that, and we just hired a maya user whose not used to max's workflow, so he's encountering this a lot. wondering if there is something in max that handles this?

read 286 times
12/7/2015 6:30:08 PM (last edit: 12/7/2015 6:30:08 PM)
show user profile  herfst1
Quick answer based on only my own experience: not that I know of. If I've ever done this by accident, and I can't ctrl+z it back, then I reload file, it's the quickest fix in the end.
read 276 times
12/7/2015 7:49:28 PM (last edit: 12/7/2015 7:49:28 PM)
show user profile  digs
I've always done the same.. i rather like how max handles it, but it'd be cool to know if this feature exists
read 267 times
12/7/2015 10:28:18 PM (last edit: 12/7/2015 10:28:32 PM)
show user profile  herfst1
Hey, I've thought of a bodgy way to ensure you're always sorted. On frame 0,0,0 set key all your handles/objects then make a clone of all of them and dump them in a new folder "FUBAR backup" then if you're in the shit, go back to frame zero and align your handle/object to the clonewar version (with autokey off) and you're sorted.
read 258 times
12/8/2015 1:05:50 AM (last edit: 12/8/2015 1:05:50 AM)
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