Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk® Maya® / Modeling / Booleans Operation causes Key frames to disappear from timeline.
  RSS 2.0 ATOM  

Booleans Operation causes Key frames to disappear from timeline.
Rate this thread
 
61273
 
Permlink of this thread  
avatar
  • Total Posts: 1
  • Joined: 22 October 2011 02:58 PM

Hello, I have created a polygon cube that is animated to fall over.  Towards the end of the animation I used a boolean operation to modify the shape of the cube, knocking to cylinder shapes out of the cube.  Doing this achieved what I was looking for, however, my existing keyframes disapeared from the time line.  I would like to be able to adjust the timing of the cube falling over.  Oddly after performing the Boolean, the object still moves and rotates as I had animted it, but there are no keyframes on the timeline.  Can you help me?



Replies: 0
avatar
  • ldunham1
  • Posted: 23 October 2011 01:45 AM

its because the boolean seperates the mesh shape from its original transform node (i dont know why, i can only speculate without looking it up) which as the history i preserved on the object, the original transform node still needs to be in scene, which it is (with the animation), so check your outliner and you’ll see an empty transform node called the cube’s original name, before you applied the boolean, and that will still have the keyframes on it.

hope that helps.



Lee Dunham | Character TD
ldunham.blogspot.com

Replies: 0
avatar
  • raym4n
  • Posted: 23 October 2011 08:47 AM

ldunham1 23 October 2011 01:45 AM

i dont know why

double transformation, probably.



Replies: 2
/userdata/avatar/b4dcatd9j.jpg

how so? if any transformation properties were to be added, surely it would add them relatively to the existing transform node?

Author: ldunham1

Replied: 23 October 2011 10:12 AM  
/img/forum/dark/default_avatar.png

Using boolean node, you have to connect two input shapes and two input transformation matrices in order to get proper transformations in animation. Parenting output shape to one of these transform objects means that shape will be transformed once again, In theory it is possible to multiply result shape by inverse matrix to get proper result, but in reality you need two input matrices not one, so leaving input transform nodes as input matrices buffer is probably the right choice.

Author: raym4n

Replied: 24 October 2011 02:00 AM  
avatar
  • ldunham1
  • Posted: 24 October 2011 02:04 AM

gotcha, cheers :)



Lee Dunham | Character TD
ldunham.blogspot.com

Replies: 0