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Animation Layers are copying the keyframes to the new layer?

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Message 1 of 6
torquemod
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Animation Layers are copying the keyframes to the new layer?

torquemod
Enthusiast
Enthusiast

In previous versions of Max, it used to be when you added an anim layer to a bone, it would give you a clean timeline to add your keyframes on top of the existing animation. This way if a bone was rotated too much, you could easily just add a key to the first frame to fix the rotation and then collapse. For some reason now when I add an anim layer, it's copying all of the keyframes to the new layer. This defeats the point of easy adjustments. Now I have to hand-tweak the rotation of 200 frames!? How do I get the old functionality back?

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Animation Layers are copying the keyframes to the new layer?

In previous versions of Max, it used to be when you added an anim layer to a bone, it would give you a clean timeline to add your keyframes on top of the existing animation. This way if a bone was rotated too much, you could easily just add a key to the first frame to fix the rotation and then collapse. For some reason now when I add an anim layer, it's copying all of the keyframes to the new layer. This defeats the point of easy adjustments. Now I have to hand-tweak the rotation of 200 frames!? How do I get the old functionality back?

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Message 2 of 6
domo.spaji
in reply to: torquemod

domo.spaji
Advisor
Advisor

You don't need new layer for that kind of "fixing", and certainly not new keys.

For that or any other offsetting animated transform values you just transform object in "non-animation" mode at any time (frame) you want.

 

Also, you could delete all keys from that new layer to clean it...

But...

Since you have just blue scale keys  (in your picture) I would say you dont have enabled Scale controller in Anim. Layers so we can see scale keys from (still) active scale controller.

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You don't need new layer for that kind of "fixing", and certainly not new keys.

For that or any other offsetting animated transform values you just transform object in "non-animation" mode at any time (frame) you want.

 

Also, you could delete all keys from that new layer to clean it...

But...

Since you have just blue scale keys  (in your picture) I would say you dont have enabled Scale controller in Anim. Layers so we can see scale keys from (still) active scale controller.

Message 3 of 6
torquemod
in reply to: domo.spaji

torquemod
Enthusiast
Enthusiast

Thanks for taking the time to answer, but it hasn't really helped. I'm exporting to a game engine, so I definitely need keys. Rotating the bone itself isn't going to work. No, I didn't bother with scale because I'm not scaling the bones. Only translation and rotation. Anyway, I don't need a lesson in how to do what I want to do, I want to know why the behavior changed. Like why would it bring the keys into the new layer in the first place? Again, I know the process I want to use and have used for years before. It's only this latest release that seems to have changed the default behavior which has me confused.

 

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Thanks for taking the time to answer, but it hasn't really helped. I'm exporting to a game engine, so I definitely need keys. Rotating the bone itself isn't going to work. No, I didn't bother with scale because I'm not scaling the bones. Only translation and rotation. Anyway, I don't need a lesson in how to do what I want to do, I want to know why the behavior changed. Like why would it bring the keys into the new layer in the first place? Again, I know the process I want to use and have used for years before. It's only this latest release that seems to have changed the default behavior which has me confused.

 

Message 4 of 6
domo.spaji
in reply to: torquemod

domo.spaji
Advisor
Advisor

As I already said (but not directly) in my previous answer, there is no copying keys.

 


@torquemod wrote:

Rotating the bone itself isn't going to work


Sure it would!

You can try it some time, don't have to tell us result 😁

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As I already said (but not directly) in my previous answer, there is no copying keys.

 


@torquemod wrote:

Rotating the bone itself isn't going to work


Sure it would!

You can try it some time, don't have to tell us result 😁

Message 5 of 6
torquemod
in reply to: domo.spaji

torquemod
Enthusiast
Enthusiast

Any time I've rotated a bone without applying a keyframe to it, it just snaps back into its original position. I don't really want to manually add 200+ keys to the timeline. Also, not sure what the benefit of you telling me what I'm experiencing isn't happening, and assuming I don't know what I'm doing, but thanks for your suggestion anyway.

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Any time I've rotated a bone without applying a keyframe to it, it just snaps back into its original position. I don't really want to manually add 200+ keys to the timeline. Also, not sure what the benefit of you telling me what I'm experiencing isn't happening, and assuming I don't know what I'm doing, but thanks for your suggestion anyway.

Message 6 of 6
domo.spaji
in reply to: torquemod

domo.spaji
Advisor
Advisor

Snapping back can happen in "Set Key" mode, I said transform in "non-animation mode". 

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Snapping back can happen in "Set Key" mode, I said transform in "non-animation mode". 

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