How can I merge multiple animation(.max files) into a single animation wth other words on one timeline. To be clear multiple animations for the same rigged model.
I did a bit of research on this a while back, but unfortunately I am no artist, so I couldn't find a really good solution. Max has some native options related to exporting/importing animations but they had no effect for me. I hypothesized you could use ActorX tools to export the animations as ActorX then use another tool to merge them all together and re-import them as a single body. However, I didn't get far enough to actually try that. If you figure out a better solution, do tell.
Setup: I edited the UI interface by adding a custom menu with "save animation" & "load animation"
First I prep the animation which I will be loading this is done by selecting all the bones(only), followed by pressing "save animation" . Make sure "segment" is checked and fill in the beginning and ending key, ex. 0 - 110. Before you save it also make sure "keys per frame" is checked. Give it a name and save it.
The next part is to load this animation within a functioning rig with other words assuming it already has a working animation.
Start by clicking "load animation", only 2 steps remaining: Make sure you checked "absolute" and the key frame you want to add the animations(obviously keep a frame or two between the different animations). Load it and test it.
That means you are using the built in XAF animation save/load functionality ?
Tip.
Don't use 1 or 2 frames between animations, but more like 10 ~ 50 frames, this gives you a better overview when looking at the complete timeline to where an animation starts and ends
For importing this somethimes fixes interpollation problems between animations
How can I merge multiple animation(.max files) into a single animation wth other words on one timeline. To be clear multiple animations for the same rigged model.
I did a bit of research on this a while back, but unfortunately I am no artist, so I couldn't find a really good solution. Max has some native options related to exporting/importing animations but they had no effect for me. I hypothesized you could use ActorX tools to export the animations as ActorX then use another tool to merge them all together and re-import them as a single body. However, I didn't get far enough to actually try that. If you figure out a better solution, do tell.
@IskatuMesk: Go
Haven't tested it yet but this seem to be the way to do it:
Yes but it does not work like that if you do not have a BIP animation skeleton. You have a BIP or a bone structure ?
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
That sucks. I use indeed bones not bip. Familiar with bones, merging multiple animations into one?
I never tried that before to be honest :/
You use keyed bones only or also IK Solvers with animation controls?
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@IskatuMesk: Go
@TaylorMouse: Go
I've finally made it work !
Setup: I edited the UI interface by adding a custom menu with "save animation" & "load animation"
First I prep the animation which I will be loading this is done by selecting all the bones(only), followed by pressing "save animation" . Make sure "segment" is checked and fill in the beginning and ending key, ex. 0 - 110. Before you save it also make sure "keys per frame" is checked. Give it a name and save it.
The next part is to load this animation within a functioning rig with other words assuming it already has a working animation.
Start by clicking "load animation", only 2 steps remaining: Make sure you checked "absolute" and the key frame you want to add the animations(obviously keep a frame or two between the different animations). Load it and test it.
That did it for me. GG :)
That means you are using the built in XAF animation save/load functionality ?
Tip. Don't use 1 or 2 frames between animations, but more like 10 ~ 50 frames, this gives you a better overview when looking at the complete timeline to where an animation starts and ends
For importing this somethimes fixes interpollation problems between animations
Good job!
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here