Forum Groups
  All forums
    Help & Feedback
      Work in progress
      Finished Art
      Non-Max related

Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies) Members Gallery
(516 replies)
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

Mirroring an animation frame
show user profile  Seyren
Okay so this is probably easy to do but i always end up messing the model, so it's probably an easy question and i would appreciate it if you guys can solve this because i always wreck the whole thing

So basically i did a mistake and the animation got "mirrored" somehow and i don't know how to put it correctly, basically i want just to keep the same animation but in a different axis:

You can see this is a totally unnatural move, but that's because it's supposed to go the other way around.

I tried revergin in the Dope sheet but that was not what i was looking for

Basically i just want to mirror that rotation that makes the finger go up instead of down on all frames, i'm not sure if this is hard to do, if it's not possible to apply to all frames i can just do it frame by frame, i'm fine with it

Thanks in advance
read 293 times
7/1/2014 6:15:33 AM (last edit: 7/1/2014 6:15:33 AM)
show user profile  herfst1
Haven't had this problem.

Just a quick idea, in the hierarchy tab you might find an option for the bone to flip the local axis. Try that, might work.
read 288 times
7/1/2014 6:18:38 AM (last edit: 7/1/2014 6:18:38 AM)
show user profile  Seyren
I'm looking for it but i don't seem to find that option, may be somewhere else?
read 278 times
7/1/2014 4:40:32 PM (last edit: 7/1/2014 4:40:32 PM)
show user profile  herfst1
Forgot, you need to apply an IK constraint for that option to appear... which is useless for fingers.

Hmmmm..... save your scene and try right-clicking on the rotation button from the top menu and right-click on all the sliders to reset them to "0." Will probably screw some constraints up, but worth a shot.

Another thing, if you do nail the axis constraints, press alt+right-click and "freeze rotation" and "freeze transform." This will ensure that whenever you reset the rotation/move/scale sliders your model should pop back into it's original pose.

[edit] no, thinking again, that solution will probably not work. Sorry, not sure if I can help, dodgy rigs are tricky to fix.
read 277 times
7/1/2014 4:52:15 PM (last edit: 7/1/2014 4:55:33 PM)
show user profile  Seyren
Don't worry, it's probably harder than i thought :P, or maybe i didn't explain myself properly

I kinda fixed it by rotation the Y Axis by -90ยบ on the local transformation, however i guess i'll have to do this on every frame for now since i don't know if there is a way to apply this local on all the keyframes o.o
read 264 times
7/1/2014 6:36:56 PM (last edit: 7/1/2014 6:36:56 PM)
show user profile  herfst1
Try this:

Select a bone and go to hierarchy tab and click "affect pivot only," now set rotations to local and turn on angle snap, now rotate it 180. Should do the trick.
read 258 times
7/1/2014 7:03:12 PM (last edit: 7/1/2014 7:03:12 PM)
show user profile  Seyren
I tried and what happens is that it totally rotates inside the finger.

I thought the best solution would be to invert the Y axis in every frame by adding a - in parent coordinates, but i'm not sure about that, i think it's the best solution i can find...

Until then i will be putting a - or a + on the Y angle via parent transform :C

Edit: nvm, i can't do that in all the bones, in hands for examplle they have a specific rotation already and it's impossible.
read 251 times
7/1/2014 8:38:56 PM (last edit: 7/2/2014 11:18:51 PM)
#Maxforums IRC
Open chat window