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Moving A hand on CAT Rig creates a scale key instead of a postion key
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  • Location: Toronto
  • Total Posts: 141
  • Joined: 22 August 2006 01:06 PM

I used to like CAT in 2011 a lot :) In 2012 it’s been a exercise in patience :)
New issue.
Moving A hand on CAT Rig creates a scale key instead of a position key.

Anyone Run into this? If I am doing some thing stupid, besides using CAT :) can someone point it out :)
Still laughing for now :)
Cheers
Mike K



Core i7 920
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  • tyree
  • Posted: 22 August 2011 11:24 AM

your the 3rd or 4th person to point this out.



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same Problem like

http://area.autodesk.com/for...ve-bones-my-bone-scale-s/



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  • Togeux
  • Posted: 06 September 2011 02:17 AM

Oh yes, sorry for that!!
I have 3dsMax 2012 64 bits.

Where is Louis Marcoux or a nice guy? :D

Thanks:)



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  • Togeux
  • Posted: 06 September 2011 08:11 AM

I’ll kill myself :D thank you Autodesk!!
I think the cause is 64 bits?! What other?



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  • Wingman3d
  • Posted: 26 November 2011 06:53 AM

I’m having same issues here.
I’m animating hand controller position with Auto Key, and there isn’t any keys created for position.
There are keys set for scale=0 on these points though, even if i’m not changing scale.

I’m on max 2010 SP1 x64.
Any solution to this?



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  • Wingman3d
  • Posted: 28 November 2011 05:06 AM

so i figured something out. not sure if this relates to the original post problem.
but it explains what i’ve been experiencing. However i’m not sure if i understand why it’s like this.

but here’s what i found out:
so i have ‘auto key’ on, and move the hand bone or its gizmo. i see that a rotation and scale key is being created. And no key for position.
Under the motion panel--> ‘PRS parameters’ i see that position is still an option under ‘Create key’. But pushing that only creates a position key of ‘0’.

So then i see that ‘auto key’ also creates a rotation/scale key for the lower- and upper-arm bone. So together they form the new position for the hand.

I’m animating in FK btw. switching to IK and animating the IK-target gives a position key for the target.
The exact same thing occures when animating the foot with FK.
This is very complicated to work with, so why can’t it just make a position key for the hand bone? Or would that be the same as animating with IK?

Is there something i haven’t understood here regarding how FK works? does it have to be like this?
I’m a bit dizzy from going through all the tracks, curves and controllers of all objects now....



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