PDA

View Full Version : sliders in max


kiko
01-17-2002, 09:20 AM
has anybody experienced odd behavior when trying to loop the values in viewport sliders?
I'm working on a walk cycle with the foot roll driven by sliders, but can't get to match the rotations of the ball, toe, ankle when jumping from the last to the first frame.
The values in the f-curves are exactly the same at the loop point.
The moment I add a frame in the middle of the curve and move it up and down, it affects the the last frame somehow. Only changing all the frames to clamped will get around this, but I need a smooth interpolation.
Oddly, I'm having this trouble in just one of the feet.
I tried rewiring the sliders, deleting them and reconecting them, but no joy.
I suspect the file may have gone corrupted somewhere along the line, since I can't reproduce this behaviour in earlier files where I war rigging the model up.
Any feedback on this?
Cheers

enrique
:mad:

LFShade
01-17-2002, 07:15 PM
I think we could help you better if you could give us a scene showing an example of the problem. Maybe delete everything that isn't affecting the strange behavior, save off a copy and let us download and poke around in it. Possible?

kiko
01-18-2002, 12:39 PM
Thanks for your reply,
gotta check with my supers though, we're not supposed to disclose stuff from games in development.
Guess it will be OK if I post the bones with no geometry bind to them.
Cheers

Kiko

kiko
01-23-2002, 10:12 AM
figured out!
sliders don't work after you go past the point where you extended the timeline.
My walkcycle started at 30 frames, but I had to extend it. After frame 30 they just refuse to work.
Apparently, when you wire parameters max takes into account your time slider range. The workaround is obviously to extend the time range to say -1000/1000 frames, make your wire connections, then you can go back to a more confortable time range.
If you have already created frames for your sliders, it still can be fixed by disconecting, doing as above and then reconnect, hey presto, suicide is no longer the only option.
I haven't found any mention in the manual of this dependency of the wire parameters to time range, so I guess we can safely call this another damned bug.

Cheers

Kiko
:rolleyes:

LFShade
01-23-2002, 08:36 PM
I thought that might be the case. Incidentally, somebody wrote a little script to deal with this problem, you can find it over at ScriptSpot (http://www.scriptspot.com/start.htm). Can't remember what it's called, but it automatically extends the ranges for all wired parameters. Indispensable:)

kiko
01-24-2002, 07:10 AM
Thanks for the link,
I'm new to Max, so I guess it's a good time to start my collection of links for max web resources.
Couldn't check out the script though, the site seems to be down at the moment.
Cheers

Kiko

:)

LFShade
01-24-2002, 06:09 PM
I screwed up the link:eek:

try it again, it should work now:)

kiko
01-25-2002, 09:38 AM
thanks again!
Checked out the site, lots of useful looking scripts, downloaded quite a few.
Found one called ExpressionSetRanges and IK_SetEndTimes whose description seems to fit the problem in question, but the link it's broken at the moment. I'll try later.
Cheers

Kiko

CGTalk Moderation
01-13-2006, 12:26 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.