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Will Faucher
09-08-2011, 10:27 AM
Hey,

When using CAT for 3ds Max 2010, I've noticed, along with many other users, that CAT has a tendency to place translation animation keys on the correct frame. However, when it comes to rotating, it places subframe keys (1/15th of a frame).

I'm not sure if it is directly related, but when I bake my complete animation, the frame-by frame animation is fine. But when I play the animation loop in realtime, there are artifacts that appear on the rotating parts.
It would appear to be keys placed on subframes that are read by max during the looping realtime animation. The problem is, Havok exports these keys with the animation, and the issues appear in the game as well.

Is there a way to tell max not to read subframe animation keys?

Thanks! If I wasn't clear enough, please, let me know, I will try to explain better if need be.


*Precision/Clarification*:

Animation artifacts only appear after having added an absolute layer on which I baked the rig, with the exception of the Root triangle (character01).

e_x
09-08-2011, 11:10 AM
Do you have keys on the Timewarp? That's usually when you see these subkeys show up.

Will Faucher
09-08-2011, 11:19 AM
Yeah I know what you mean. Unfortunately this isn't the problem here. I only have 1 keyframe at frame 0, and another at frame 40, nothing in-between. :(

e_x
09-08-2011, 12:57 PM
Try deleting those 2 frames and see if the problem still happens. Even if you aren't animating the Timewrap per say, but have keys on it, the subkeys can still happen.

Will Faucher
09-08-2011, 02:52 PM
If I delete those two frames (start frame and end frame), there's no more animation. :P

e_x
09-08-2011, 09:14 PM
I delete the Timewrap keys all the time because of this very issue.

Have you tried deleting them? If so, not sure what's going on. I'll need more info to try and help.