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#1 |
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Available for Freelance
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freeze transforms 3ds
hi guys
i got a problem when i ALT-click freeze transforms and rotation in 3ds max i don't think it working correctly (Ive tried the maxscript thats floating about but it doesn't work with 2013) its fine if i move the object then click transform to zero it gos back to when a froze transforms but if i add some animation then click transform to zero again it goes somewhere completely different and spoils my mesh ? also i have a bone problem they all seem fine but if i rotate the neck bone to much a the mouth bone spins/rotates ? |
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#2 |
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conscientious objector
Join Date: Sep 2007
Location: cambridge, uk
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You're misunderstanding it is all. freeze transforms basically just zeros everything out so you have a non weird starting point.
Sounds like you want to be using set/assume skin pose in this context. As for your mouth/jaw relationship id have to take a look |
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#3 |
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Available for Freelance
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yeah i do understand mate
i animated him and i wanted the controller to go back to the starting postion zero freezewhat ever but when i did it it was jumping somewhere else i sussed what my problem was it was because i clicked frezze transform and then freeze rotation when i clicked freeze rotation first then freeze tranforms it gos back to where i froze it . bit of a long one lol |
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#5 |
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Registered User
Join Date: Nov 2007
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when you freeze a transform it it will reset back to the first position value in the controller list.
So if you animate then freeze it it will reset back to the starting position, or the position it was created at. Basically, try not to freeze transform after animating it as it will get you weird results, you can always move it back into position and freeze the transform again.
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/scratch'N'sniff |
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| GreatMunkybutt! Thank you: | needse (07-05-2012) |
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#6 |
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conscientious objector
Join Date: Sep 2007
Location: cambridge, uk
Posts: 4,246
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it has other side effects too - like wiping out all the non-default controllers on the object and affecting inherited transforms
really it should be used to set the transforms on an object/hierarchy to 0 at rigging time and then basically left alone. The skinning pose is perfectly suited to saving and restoring initial poses for a rig and doesn't carry any of the danger |
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| Greatpoopipe! Thank you: | needse (07-05-2012) |
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#7 |
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Quadcore
Join Date: Nov 2004
Location: Pittsburgh
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Agreed. Skinning Pose is the way to go really. The Freeze Transform tool and the (far more insidious) Reset Transform tool only serve to make a complete mess of your rigs and animations and controller stacks.
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