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3ds max: Bug bones animation with instance
show user profile  habed
Hello everyone,

I come to you because I have a problem with 3ds max and bones animation with instance.

Let me explain :
I created a box to link two bones. I apply a simple animation on 100 frames. (Video: 0m00s-2m00s)
After I created 3 instances of the box in a circle. (Video: 2m00s-3m10s)
Until then, everything works well, my instances follow the anim. (Video: 3m10s-3m15s)

The worry comes from the moment I re-open my file.
My starting box is moved and finds itself at the position of the first instance. (Video: 3m40s-3m50s)
If I delete all instances and, when i play animation, the box returns to its correct position. (Video: 3m50s-4m05s)
So, it does not create bug directly in 3ds max, but more if I want to export.

I would like to know if you have a solution to this problem. Is there an option to refresh the positions and links of the instances?


I link a video of the manipulations.


Thank you very much for your help.


https://youtu.be/1SbTPlUIGR0
read 331 times
3/27/2017 11:09:25 AM (last edit: 3/27/2017 11:09:25 AM)
show user profile  HANZZ
For bones, you don't want to instantiate them. I've only had grief doing this. Recreate the structure as entirely new bones, or just copy them. All animation modifiers and controllers will have to be added to them AFTER you create/rotate/place the bones in their starting animation pose. And if you're making an insect, wouldn't it be better to have the joints all be segmented rather than using deformation? Deformation in max is a nightmare.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 317 times
3/27/2017 8:00:56 PM (last edit: 3/27/2017 8:01:28 PM)
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