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[Closed] Duplicate Animation Layers

I though I’d posted this before, but I can’t find it and I can’t remember what the solution was if I had, so…

If I apply the same animation layer to multiple controls, most will come in correctly, with only one subanim controller created for the new layer. Sometimes, though, the animation layer will generate 3 or more subanim controllers for position, rotation & scale.

Each subanim seems to exist as it’s own controller, but with all values tied together.

Say I create a new anim layer and Max generates 3 subanims (all named the same) for the layer instead of one. I can see each controller in the graph editor, I can query the controller type with classOf, and I can query the values – all values are the same for like named layer subanims.

Has anybody run into something like this before and, if so, how would I go about deleting the individual subanims with mxs? If I delete the layer through the interface, all three like-named layers are deleted.

This creates problems on animation import because Max will apply the imported curve values to each subanim, causing all sorts of weird transformations.

I hope this makes sense.
Oh, and I have to say, I can’t stand Max’s animation layer implementation. Totally sucks…venting over.

Thanks,

Alec