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YoungDeveloper

Start new animation on same timeline in 3ds max

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I know this is a simple question, but i can't figure it out. How to start new animation on timeline which already has one made animation. If i just start to make new it will be bonded with the first animation and will create smooth transition, but i don't want that because it should be separate animation, but on same timeline ( just want to clear).

 

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hmm.. not sure, is there a  function in 3dsmax that is similar to unity animation which you can create a new animation?

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How I do it, is you extend the time frames to as long as you need, then leave around 5 frames for it to do its smooth transition, then when you're splitting the animations later, just miss out those extra 5 frames

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i think you have to do it that way, that is why you need to set the framelength of the fbx models inside unity for the right animation

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or you can make a different fbx file for each animation, then set the rigs to "Legacy" inside Unity and put all of the animations on to one model! (this is how I do it)

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Separate animations is the way it's typically done, if the animations start and end the same, you don't need to add the frames in between

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You can split them later, but if its fps animations, just start and stop them exactly the same, then you don't need the extra frames

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tas kadru skaits starp animaacijaam jau nav svariigs, vienkaarshi lai pasham vieglaak sadallit animaacijas (parasti izmanto vienu freimu).

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tu arii taa vari dariit. Es personiski liktu tukshos freimus, jo ieksh unity esmu sastapies ar probleemu ka kad uzliec animaaciju uz Loop, tad vinja raustaas paarejas briidii no peedeejaa freima uz nulto (pat ja ieksh unity uzliec keksi, lai pievieno extra freimu prieksh loopa).

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Iekš Unity jau grūtību nav, bet es par 3d max.

Piem. lūk aminācija, pēdējais frames: Please login or register to see this link.

Un lūk kas notiek ar pēdējo 13 framu, ja es 14 ielieku kā 0 kopiju ( tas ir it kā no sākuma taisītu).

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Viņš izveido pāreju no 13 uz 14 ( loģiski), tad lūk kā izdarīt lai viņš to pāreju neizveidotu, un 0-13 būtu viena animācija, un no 14 var jaunu močīt, lai neietekmējas 13 frames.

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Veel joprojaam nesaprotu kur ir probleema. Tu gribi lai 14 kadrs buutu kaa 13? tad nokopee vinju un turpini animaaciju. Animaacijas tu daliisi ieksh unity.

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aa nu tagad man daleeca kur ir probleema. Sen jau neesmu neko darijis ieks 3ds max. Man liekas tev tur kkas jaadara bij ar tiem set key, un jaapstaadina taa automaatriskaa animaacijas paareja (nezinu kaa vinju issti sauc, gan jau saprati).  Ieksh unity animeejot var uzlikt flat un break, lai ieprieksheejo kadru neispado naakamais (ja maini rotaaciju, poziiciju), bet ieksh 3ds max es iisti nezinu.

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Prieki nebeidzās, animācijas sanāca, eksportēju, viss kā nākas, bet ja kāda no animācijām tiek atskaņota, objekts iznīcinās, un ja players teiksim collidojās ar to objektu, tad spēlētājs teleportējas ļoti tālu un tikai tad uzreiz objekts iznīcinās.

Edited by YoungDeveloper

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nu te jau izklausaas ka probleema ir ar skriptu (animaacija neizniicina objektus, bet ir iespeeja ka paarvieto objektu uz koordinaateem kur animaacija ir izveidota). Nekad neliec animaaciju uz pasha galvenaa objecta, bet uz childa (nezinu kaa pa latviski :d).

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Man ar tā šķita ka tikai kods to var darīt, bet es uztaisītu tīra testa variantu, bet tas pats. Interesanti tas, ka kad lietoju tikai auto key animācijām nekas tāds nenotika, kā izmantoju (manuāli) set key uzreiz tādi brīnumi.

Lūk objekts, animācija un viewports, nekādas iznīcināšanas, un ja izdzēš iezīmēto skripta daļu, tad dzēšana un playera pārbīdīšana nenotiek, līdz ar to problēma ir animācija, bet interesanti kāpēc.

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Edited by YoungDeveloper

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es iisti neredzu kur tev taa animaacija ir pievienota. Hierarchy logaa ir redzams objekts peec tam kad animaacija nospeelee? vai tieshaam vinsh pats izdzeeshaas no speeles?

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Nu kā, pa labi inspektorā ir tak animation, divas pat. Pareizāk sakot nevis iznīcinās, bet teleportējas, interesantākais tas, ka pats objects vienā vietā, players citā.

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teleporteejaas taapeec ka animaacija staav uz pasha augsheejaa objekta Hierarhijaa. Izmanto Empty game object lai atreguleetu animaacijas saakuma koordinaates. Ja tu to izdariisi tad arii speeleetaajs neteleporteesies.

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Domu sapratu, bet kādēļ nevar stāvēt uz augšējā objekta? Jo animēts jau ir augšējais objekts, nevis kaut kādi childi. Par atregulēšanu vēl vairāk nesapratu, vai tad animācijām ir transforms ?

 

edit: pēc atregulācijas viņam jāpaliek uz tā gameobjekta childa ?

Edited by YoungDeveloper

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Ja tu uataisi animaaciju koordinatees pienemsim 0,0,0 (es vienmeer izmatoju shiis koordinaates lai vieglaak visu atreguleet) un speelee tev objekts atrodaas citaas koordinaatees, tad liidz ko animaacija saak speeleet tad objekts tiek paarvietots uz taam koordinaateem kur tas ir animeets (shai gadiijumaa 0,0,0). Ja tu izmanto Empty game object, tad tu vari objektu ar animaaciju parentot un uzlikt vajadziigaas koordinaates (0,0,0), bet paarvietot objektu tikai aiz empty GO. Blin gruuti izskaidrot visu pa latviski.

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