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View Full Version : max8 neck bone screwed?


OmegaN
12-27-2005, 08:34 PM
Hello. I am having trouble with max8 and my biped animation.

I have keyframed the head of my biped, have an whole animation with the biped (not just the head ofcourse). The problem is the neck bone of my biped. Everytime I open a file that have the head keyed my neck is rotated about 30 degrees backwards. If I delete all keyframes the neck goes back to normal. I have tried it with just the biped in the scene and then just keyed the head to rotate left and then saved. then when i opened my scene my neck was about 30 degrees off again.

So now I have to copy posture in figure mode of the neck and then paste it to all of my keyframes in my animation (my neck dosnt move just the head) and this is VERY tedious. Even more tedious since my max crashes with "cant reallocate memory, out of memory" shit by mentalray like every 20 frames i render (not exact number) since I have hair and fur for my hair on my character (WHY DOES IT NEED TO CRASH?).

Anyone had this problem before?

OmegaN
12-27-2005, 11:08 PM
think i solved it. read on another post about bugs in max8. I changed the rotation type from quad something (dont have max running now and i cant remember the whole word) to euler type, then it worked fine

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12-27-2005, 11:08 PM
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