Rotate separated objects in its own local pivot

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  06 June 2013
Rotate separated objects in its own local pivot



In this image, you see the wheels are selected. However, when they get animated by rotating in their own axis (like they are moving on the roads), they are scaled at the same time, so they look shrinking and regrowing back to the original size at the end the keyframe. How would I make the scaling stop bothering me?
Thanks
Jack
 
  06 June 2013
why don't you try ResetXForm for the wheel?
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  06 June 2013
You should seperate each of the wheels into a seperate object.
This will make it easier to select and animate them.
It also allows you to use a expression to control their rotation based upon distance travelled along a path.

Have a look at:

http://cg.tutsplus.com/tutorials/au...rameter-wiring/
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  06 June 2013
Nothing works.
For method 1, after resetting X-form, the wheels are still being scaled down while being rotated.

For method 2, the lorry should sit still on 0,0,0 while I set the world transformation for it in the game.

Thanks
Jack
 
  06 June 2013
so strange, please double that you scale down that wheel at end frame or not?
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  06 June 2013
Can you save just the wheels as a max file then somebody could take a look?

Otherwise I would seperate the wheels
Clear all animation tracks & reset xform.
If they still misbehave then:

Merge them into a fresh scene.
or Export to obj / 3ds

Import
Try again.
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  06 June 2013
Originally Posted by Anthonyy: Can you save just the wheels as a max file then somebody could take a look?.


Do as Anthonyy suggests. No need to spend hours and hours on this as it should be a relatively simple task to complete.
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  06 June 2013
Originally Posted by lucky6969c: However, when they get animated by rotating in their own axis (like they are moving on the roads), they are scaled at the same time, so they look shrinking and regrowing back to the original size at the end the keyframe. How would I make the scaling stop bothering me?
Thanks
Jack

3ds max use linear interpolation for vertex animation, so there is no way around for this. They WILL be shrinking. You can use skin modifier to rig vehicle to a bone system which will be rotating wheels. Or you can simply detach wheels into separate objects and animate it normaly.
 
  06 June 2013
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