![]() Preserved Topic: 360° rotations in 3DSMax (Page 1 of 1) |
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Maniac (V) Mad Scientist From: Jacks raging bile duct.... |
![]() I want to capture a 360° rotation in 3DSMax to a .gif. |
Nervous Wreck (II) Inmate From: Florida |
![]() 360 rotations in max are probobly the main reason i HATE that program... |
Maniac (V) Inmate From: Houston(ish) Texas |
![]() Max 4 does not have that problem. It was one of the enhancements over v3. |
Maniac (V) Mad Scientist From: Jacks raging bile duct.... |
![]() so how do I do it in 4 Das? I have Max4... |
Maniac (V) Mad Scientist From: :morF |
![]() In MAX 3, you can rotate it 90 degrees, keyframe, 90 degrees, keyframe, etcetera...after that render it to an avi file, and i think then that one or another gif animation application will allow you to open the avi and save it as a gif animation. |
Maniac (V) Inmate From: Houston(ish) Texas |
![]() I wouldn't render to an avi. You'd get degradation from the avi codec (unless you used a lossless codec, and then the file would be huge). |
Paranoid (IV) Inmate From: westernesse |
![]() don't you guys find the animate button a complete pain in the ass. i hate that damn thing, its so vague and i keep leaving it on. Motion graphs are the only way to animate, if you can learn how to use them then you can probably do anything |
Maniac (V) Inmate From: Houston(ish) Texas |
![]() I described the procedure using the animate button because it would take too long to give a crash course in the trackview (which is Max's motion graph system). |
Bipolar (III) Inmate From: MI, USA |
![]() If MAX is softening the motion graph for keyframes, and you can't mess with the motion graph, This is what I would do. |
Maniac (V) Mad Scientist From: |
![]() I haven't done any animation in a *long* time, let alone in 3DS Max. But I'll interject anyways. |
Maniac (V) Inmate From: Houston(ish) Texas |
![]() I did something similar to that for my red plastic die (which seems to have been archived), warjournal. |
Maniac (V) Mad Scientist From: |
![]() Okay, I've had a flashback to my old Amiga 2000 days. Don't remember the package, but you could do rotations by doing a physics simulation. Drop the object on a frictionless surface and give it a rotational vector. Of course it's a lot of math if you want one rotation to fit into so many frames. I think you could just give it a rotational vector and let it go without the whole physics simulation deal. Bah! |