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Constant nonzero angle animations are not exported from 3ds max.

Open KhronosWebservices opened this issue 13 years ago • 4 comments

What steps will reproduce the problem?

  1. Open attached Bug.max file.
  2. Notice (in Curve Editor) that there are three animation curves for Bone2: constant angle 180 degrees along X, constant angle 180 degrees along Y and "varaible" angle from 0 to 50 degrees along Z axis.
  3. Export with animation sampling enabled.

What is the expected output? What do you see instead? There should be (in exported .dae file) animation channels for all three axes (or equivalent of them) but instead only animation for rotation along Z axis is exported. Interesting thing is that after assigning "Euler X Y Z" controler, animation was exported properly (3 rotations were replaced by one along Z from 180 to 230 degrees).

What version of the product are you using? On what operating system? OpenCOLLADA 3ds Max 1.3.0.rc (in file though it is still reported as 1.2.5?), 3ds max 2010 32bit, Windows 7 x64

Please provide any additional information below. Animation was created using Auto Key feature.

Migrated from http://code.google.com/p/opencollada/issues/detail?id=102

KhronosWebservices avatar Jul 12 '12 17:07 KhronosWebservices

old request, closing as probably not relevant anymore. Please re-open if you still want this.

RemiArnaud avatar Mar 03 '16 03:03 RemiArnaud

Still a problem on 3DS Max 2016 64bit and most recent build from source code (50fff16292343f254df0e00b9da757343986e4b6). Attaching original Bug.max file that was dropped from report at time of conversion from old issue tracking system. Unfortunately after conversion I'm no longer associated as reporter so somebody else has to reopen issue... Bug.max.zip

ufoxp avatar Mar 20 '16 14:03 ufoxp

@jerome-jacob - maybe a quick fix ?

RemiArnaud avatar May 18 '16 18:05 RemiArnaud

This is still an issue! We have the same problem in Maya today (and figured it out after a few days of headaches and finding this post). To force exporting the clip for each bone, we are now required to insert additional keyframes for every bone in each animation clip, even if that bone in that clip is not really animated.

klapstoelpiloot avatar Nov 29 '17 14:11 klapstoelpiloot