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yokoed
Joined: 22 Mar 2006 Posts: 5110 Location: USA - PA
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Posted: Sat Aug 02, 2008 9:00 pm Post subject: Remind me again. |
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I'm doing an animation in 3ds max8 by following a tutorial.
The tutorial reads:
Click the select and rotate button, set the reference coordinate system to Local, and constrain the rotation to the Y-axis. Then drag the selected object in the Front viewport to rotate it about its local Y-axis
And my brain isn't remembering how to "constrain the rotation to the Y-axis"
Can somebody refresh my memory for me, be much appreciated.
Thxs. _________________

Last edited by yokoed on Sun Aug 03, 2008 11:41 pm; edited 1 time in total |
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twistednanny
Joined: 29 Sep 2007 Posts: 2723 Location: Thailand
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Posted: Sat Aug 02, 2008 9:03 pm Post subject: |
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Well, if what it says mean to rotate the object on its 'Y' axis, you can just select it, in rotating mode (shortcut 'E'), at the bottom where there're numbers in x, y, and z boxes, just crank the number in the 'Y' box up and down and see. _________________
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yokoed
Joined: 22 Mar 2006 Posts: 5110 Location: USA - PA
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Posted: Sat Aug 02, 2008 9:12 pm Post subject: |
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K thxs I'll try it that way because it's hard to rotate on y-axis in the front viewport with the mouse. I think you was a big help. Wouldn't right clicking on select and rotate and type in the coordinates on y-axis achive the same results too?
Guess my mind was to sleepy to realise it meant just rotate on y-axis.
zzzzzzzz mental fatigue. _________________

Last edited by yokoed on Sun Aug 03, 2008 8:18 pm; edited 1 time in total |
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yokoed
Joined: 22 Mar 2006 Posts: 5110 Location: USA - PA
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Posted: Sun Aug 03, 2008 8:11 pm Post subject: |
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Didn't work so had to read up on it...
The trick of animating an object is to make it go where you want it to go. Animating objects deals not only with controlling the motion of the object, but controlling it's lack of motion also. Constraints are a type of animation controller that you can use to restrict the motion of an object.
Using these constraints, you can force objects to stay attached to another object or follow a path. For example, the attachment constraint can be used to make a robot's feet stay connected to a ground plane as it moves. The purpose of these constraints is to make animating your objects easier.
You can apply constraints to selected objects using the Animation>Constraints menu. The constraints contained within this menu include Attachment, surface, path, position, link, lookat, and orientation.
All constraints have the same controller icon displayed in the motion panel or the track view.
Now if only I can figure out how to get the rigged avatar in footstep mode.
Is it possible?
If I select the rigged avatar and go to motion panel the footstep mode isn't there, do I have to make a biped then make my steps there and import it into the rigged avatar?
Any suggestion?
Thxs. _________________
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yokoed
Joined: 22 Mar 2006 Posts: 5110 Location: USA - PA
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Posted: Mon Aug 04, 2008 5:03 pm Post subject: |
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ye ole bumparoo. _________________
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twistednanny
Joined: 29 Sep 2007 Posts: 2723 Location: Thailand
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Posted: Sat Aug 09, 2008 1:42 am Post subject: |
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I was playing with the Bipeds earlier today, my immediate observation is you cannot use the Max's built in Bipeds with the IM Avatar skeleton as the number of bones are not the same. _________________
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