Re: 3DSMAX2: Vertex animation or maybe some other way?

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Posted by ShockMan on July 18, 1998 at 13:16:32:

In Reply to: 3DSMAX2: Vertex animation or maybe some other way? posted by sATaN on July 18, 1998 at 03:26:26:

: Yeh- I used to animate in Q2Modeller frame by frame after creating a base frame in LightWave. I've got 3DSMAXR2 recently and I'm wondering how I go about animation vertexes. The problem I'm having is, I select the vertices that I want to rotate and I get the pivot point in the center of the selection or whatever option that is configured in the pivot point dropdown button in the top toolbar. I don't want that. I want to be able to have the selected vertices pivot around a predfined pivot point, that I can move around between frames to change what happens to the animation. In Q2Modeller, when you click with the mouse to rotate or scale, the point of which it scales or rotates is the point at which the mouse it held when the mouse button is pressed. I would like some way or setting a pivot point or a plugin or something that will alow me to animate the vertices. I am not animation a PPM, I am making a weapon model so I can't exactly use bones. I've been told to use IK or FK or something, but I have no idea how I might be able to do that. I'm very new to MAX, so please, if you decide to tell me what to do, please make it detailed. If there's a tutorial out there on things like this, I'd appreciate them. Especially tutorials that deal with weapon models but I doubt highly that they exist as nearly everything to do with modelling is related to people.

: Thanks in advance,

: James Williams- a.k.a sATaN
: ========================
: sATaN's BoX of FuN 0.3b -> 4.52 (First Edition)
: sATaN's BoX of FuN (preview TC) (Second Edition)
: The Initial Chasecam (TuT, DLL + SRC)
: ========================

Why cant you use bones!? works great for both organic models and weapons... (i donno how to fix your problem tho. sorry)

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