I don't animate often enough and am feeling pretty stupid.
I have an object and need to rotate it from the camera down to the ground. No problem, but then my coworker (my client) wants the object to rotate around axis a few times before it gets to the ground.
I prefer doing any rotation animations on their own local axis. So why isn't that working?
I animate backward in most cases, so I have the object on the ground first, set a key down a timeline a ways, then align it to the camera and set a key.
At this point I would think that in order to rotate the object I could just rotate around the Z axis and it should spin. But no, it spins all Over the place. It's like at any given point in time it's using world coordinates instead of local. If I spin it in place it looks great, but the animation doesn't work out that way.
Yeah, a way to solve it would just be to add yet another dummy in between and rotate that. In fact, in order to move on, that's what I'll do.
But can someone help me out and give me the more simple answer of how to do this in max? I thought maybe I had to change controller types or something, but didn't see anything regarding that in the help.
I know this is going to be one of those moments as soon as I see the answer I'll just feel like an idiot. But oh well...That's how you learn right?
I have an object and need to rotate it from the camera down to the ground. No problem, but then my coworker (my client) wants the object to rotate around axis a few times before it gets to the ground.
I prefer doing any rotation animations on their own local axis. So why isn't that working?
I animate backward in most cases, so I have the object on the ground first, set a key down a timeline a ways, then align it to the camera and set a key.
At this point I would think that in order to rotate the object I could just rotate around the Z axis and it should spin. But no, it spins all Over the place. It's like at any given point in time it's using world coordinates instead of local. If I spin it in place it looks great, but the animation doesn't work out that way.
Yeah, a way to solve it would just be to add yet another dummy in between and rotate that. In fact, in order to move on, that's what I'll do.
But can someone help me out and give me the more simple answer of how to do this in max? I thought maybe I had to change controller types or something, but didn't see anything regarding that in the help.
I know this is going to be one of those moments as soon as I see the answer I'll just feel like an idiot. But oh well...That's how you learn right?
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