View Full Version : Changing all keys to different interpolation in 3dsmax5?
10 October 2002, 09:57 AM
Say my default is Linear Interpolation for every key, so I do my poses for this and then want to change all keys to Bezier. Is there a fast way to do this?
Right now I select all the keys in the F-curve view and change them, but this takes ages sometimes. Is this the only way in 3ds max 5?
OH also... in max 5 there is an example file, that Boped guy who does a dance. When I looked at the file the animation keys seem like they're half keys or something, and in Dope Sheet mode they don't fill an entire keyframe, what's this all about, what am I missing?
10 October 2002, 12:25 PM
to answer your first question, well thats how i do it :D
as for the second, whats the help files say?
:hmm: i'll look l8r
10 October 2002, 02:01 AM
Michael Comet (http://www.comet-cartoons.com) has written a rather complex script to do various things to selections of keyframes, so you might want to check that out. I think it's called Key Manager.
I use a quick-and-dirty script that I wrote myself to change the tangent types of all keys on all animated bezier controllers in a scene. It sets them all to step/linear/custom types at once. Key Manager can easily do this, but I didn't like having its (rather large) rollout open all the time so I made mine very compact and single-purpose. I'll post it if anyone's interested.
10 October 2002, 02:18 AM
10 October 2002, 03:59 AM
Here it is. Extract it to your 3dsmax/ui/macroscripts directory. It defines a new macroScript called "SetTangentTypes" in a category called "RHTools". Assign it to a quad, keystroke, or button and enjoy:)
btw - tested and working in Max 4.x and 5 :thumbsup:
10 October 2002, 04:03 AM
10 October 2002, 04:10 AM
Sorry. Uploaded the older (not-so-good) version in that last post. This one should work a bit better, and is the one I use;)
10 October 2002, 04:13 AM
10 October 2002, 09:37 AM
Cool, I'll have a look, thanks.
01 January 2006, 07:00 PM
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