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[Closed] animate on — setting rotations also offsetting and keying translation
Feb 04, 2009 6:15 pm
Hey there. So, I’m transferring data from one animated rig to a completely different animated rig. Translations seem to be working fine, but whenever I apply a key to the rotations using this code:
for animTime in animStart to animEnd do
(
with animate on
(
at time animTime
(
p = inverse proxyName.transform.rotationPart
orientName.rotation = p
)
)
)
I end up setting keys on the orientation and translation. Conceptually, I think I know what's going on (I could be wrong). Since the position of a rotated object in a hierarchy is also changing it's world position and "animate on" records changes associated with objects referenced within, it sets keys on position as well. Is there a way to isolate the keys to the rotation and avoid altering the translation? Maybe I'm not setting the right rotation value.
Any hints?
– oh, and how the hell do I get
to display my code properly.
Thanks,
Alec
1 Reply
Feb 04, 2009 6:15 pm
[left]Look up “Node Transform Properties” in the Maxscript Help. At the bottom there is a script for world rotation without effecting the node position.
-Eric
– oh, and how the hell do I get
to display my code properly.
Use quote instead.
[/left]