3dsmax bone animation
I have begun rigging up rigging up a character model for a game, though the way engine handles animation is something I have not done before.
I have the idle animation done. I then was going to make every other animation sequence within the same file, since over time I will be adding further parts onto it, for character customisation.
However, when I add a new frame even if its just a static, the arms move while in the idle. They are not animated to move atall. Basically further animations are disrupting bone from a earlier sequence.
Does this normally happen?
Also is possible to copy skin data to a another max file, like if I rigged a character up in one file, and a had a skeleton in another without a rigged model, could I copy skin data settings over to that new file so it saves me having to rig the model up to the bones again. The geometry, and skeleton would be both be the same in every way, bone count, poly counts.
This is the first time I have really worked on the bones system.
Also is there a guide somewhere which explains the process of creating bones, not the biped skeleton. Can't seem to manage making a sort of frame with limbs.
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