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max path animation to maya

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  • max path animation to maya

    ive tried exporting a scene with cameras following paths from max to maya (and vice versa) via fbx, but the animation isnt carried across.. any suggestions? -i cant really collapse to keyframes as it has to remain editable.

    ive tried with the camera directly linked to the path, and also with an animated dummy, but same result.


    at the moment we may have to resort to exporting the path, the camera, and a screengrab of the edited percentage curve in the graph editor to re-approximate in maya. but this is not really good enough as im doing pretty subtle tweaks to acceleration..

  • #2
    I'd say the interpolation is going to be calculated slightly differently between the two programs so unless you wrote down your keyframe values and we able to get access to the length and slope of the tangents on each of your keyframes you're better off baking it for safety. It's kind of a custom coded type of thing really - nearly every export solution is based around baking things down to such simple and dumb technology that it makes an accurate match possible.

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    • #3
      hm.. it works fine for hand-keyframed objects or cameras. .. i get through the keys, tangents etc just fine. match seems perfect.

      it just doesnt work with objects/dummies/cameras following paths, where the keyframes control the percentage along the spline length.. unfortuantely the only alternative method ive found there is to bake to "keyframe every frame" first.. removing the spline animation entirely before exporting. which is essentially uneditable.
      Last edited by super gnu; 09-03-2015, 07:36 AM.

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