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[Closed] Biped: script to visualize stepped animation
Feb 06, 2016 5:52 pm
(i’m not english, i’ll try to do my best )
Hi guys !
One of the greatest issue of the Biped in 3DS Max is its lack of stepped interpolation in animation.
If it's impossible to [i]make [/i]it this way, maybe it's possible to [i]see [/i]it as if (an it will be good enough).
So, I had the idea of scripting some tools to visualize the animation, in the viewport, with no interpolation, without changing the curves.
Like playing the animation, by a button of the script, whitch will step, from key to key, without display interpolated frames.
But I tried some naive things that didn't work at all. Like:
try ( destroydialog roll_play; ) catch ()
rollout roll_play "Play"
(
local play_anim = false;
button b_play "Play";
on b_play pressed do
(
play_anim = not play_anim;
local activeFrame = slidertime;
while (play_anim) do
(
activeFrame += 1f;
if (activeFrame > animationrange.end) then
activeFrame = animationrange.start;
slidertime = activeFrame;
)
)
)
createdialog roll_play;
It’s just a try, to play the animation by a button, nothing more yet.
Obviously, if you run it, you are stuck in the while loop. And you need to restart 3DS Max >.> … (is there a way to abort a running script?)
I can’t figure how to build the script to make it’s behaviour close to what I expect.
Can anyone help me on this?
2 Replies
Feb 06, 2016 5:52 pm
Oh yeah thanks, it’s helpful !
My script works pretty well now. But when I let it run, my processor cooler just make a nasty noise !
Is it possible to make the script “sleep” during a loop? I mean, like a game loop whitch don’t cross the limit of 30FPS for example. To avoid my computer dying !