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View Full Version : Nonlinear animation in Max- Why is it lacking?


bugzilla
02-18-2003, 02:53 PM
I am interested in character animation. I have used Max in the past to do architectural visualizations so I know that Max is very fast, easy to use and has a great materials editor.

I would like to do character work in Max, but why are the tools so clunky for CA? Also, there is no integrated Nonlinear Animation editor. I know Character Studio has something built into it, but it only works with it's own biped. Is there a third party solution out there or has someone written a Maxscript or free plugin to fill in the holes in Max's CA tools?

halo
02-18-2003, 03:38 PM
its on the list i reckon...somewhere below STABILITY

BrandonD
02-18-2003, 04:49 PM
Dude, MAX has had non-linear animation for characters long before the others. Motion Flow in CS 2 (1999) is NLA. The only thing is that it's in a schematic type approach, not the video editing track type approach. The latter came around in CS4 and it's very impressive - but the functionality has always been there.

For example, with motion flow you create a series of motion clips, either from mocap or keyframes. Then you blend these clips together with transitions. The CS4 method is more visual because you can align pieces of animation like "only the left arm from this clip" with "the legs from that clip."

Also, the new Weighted List Controllers in R5 add NLA, albeit in the traditional interface. The idea being you can create two separate position tracks for example, then blend between them based on whatever controller you want. You've been able to do this since MAX 2, but in the past it automatically blended uniformly.

Don't let the ignorant masses confuse you. There are a LOT of people out there that harp on MAX and don't know sh&t about it.

Mahlon
02-18-2003, 07:51 PM
I spent 3 days with CS4 this weekend and was really impressed. So much so, we ordered a license yesterday (hey, we're small). I know the biped thing can hold you back a little because we'd all like to see the CS4 development go straight into standard max bones.

Still, at the present time, if you want some very good tools for character animation, take a look at CS4. The non-linear mixer is advanced and intuitive. And the tools for dealing with mocap are extensive. Like I say, I was thoroughly impressed. And like BrandonD says about max, don't let anyone fool you about CS. It's a sophisticated piece of machinery.

On a side note, I think Bobo was working on something (script/plugin) NonLinear for max regular bones.

:beer:

Mahlon

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