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Transfer Animation

Posted: Tue Apr 07, 2009 8:48 am
by Camaro
Hello again. I was playing around with the 4wheeler plugin, and I wanted to add the car to a different simulation. This simulation requires that the car in this case have keyframe data in order for it to simulate properly. But since it's parented to the 4wheller object, the car itself has no keyframe data whatsoever. So I guess it's more or a less a general 3ds Max question....how exactly would I transfer the keyframe data from the 4wheeler to the actual car mesh? Is there a special option inside of craft itself? I've looked around in the curve editor and haven't found anything.

If there is no easy way, perhaps this should be a feature for future releases.

Thanks.

Re: Transfer Animation

Posted: Tue Apr 07, 2009 1:19 pm
by Carl Buhre
Camaro wrote:Hello again. I was playing around with the 4wheeler plugin, and I wanted to add the car to a different simulation. This simulation requires that the car in this case have keyframe data in order for it to simulate properly. But since it's parented to the 4wheller object, the car itself has no keyframe data whatsoever. So I guess it's more or a less a general 3ds Max question....how exactly would I transfer the keyframe data from the 4wheeler to the actual car mesh? Is there a special option inside of craft itself? I've looked around in the curve editor and haven't found anything.

If there is no easy way, perhaps this should be a feature for future releases.

Thanks.
Camaro,

There is not built-in feature for this directly in Craft Director Tools. In Maya you would do something called "bake animation" but I'm afraid I don't know the exact details on that for 3ds MAX. I can try and see if I find anything on it for 3ds MAX.

Re: Transfer Animation

Posted: Tue Apr 07, 2009 1:23 pm
by Carl Buhre