I'm working on an animation with 3D Studio MAX, and I'm having difficulty with rotating an object about one of its local axes when the object is part of a hierarchy. Here's the setup:
Object Thing01 is part of (neither the root nor a leaf) of a hierarchy of objects.
Object Thing01's rotation controller is Euler.
By being part of a hierarchy, Object Thing01's inherited orientation is different than the World coordinate axes.
At some point in time, say t = 1.0 sec, I set a keyframe and rotate Object Thing01 about its local Z axis.
When I scrub the timeline from t = 0.0 sec to t = 1.0 sec, Object Thing01 and its descendants in the hierarchy don't rotate about Object Thing01's Z axis. Instead the objects rotate very strangely -- although they are in the proper orientation as of t = 0.0 sec and t = 1.0 sec.
What am I doing incorrectly? Thanks in advance for any replies.
(For the record, I'm a legit 3DS MAX user, and I have manuals and third-party books out the kazoo, but I've had a heck of a time figuring this out. Obviously animating hierarchies isn't one of my areas of expertise.)
Object Thing01 is part of (neither the root nor a leaf) of a hierarchy of objects.
Object Thing01's rotation controller is Euler.
By being part of a hierarchy, Object Thing01's inherited orientation is different than the World coordinate axes.
At some point in time, say t = 1.0 sec, I set a keyframe and rotate Object Thing01 about its local Z axis.
When I scrub the timeline from t = 0.0 sec to t = 1.0 sec, Object Thing01 and its descendants in the hierarchy don't rotate about Object Thing01's Z axis. Instead the objects rotate very strangely -- although they are in the proper orientation as of t = 0.0 sec and t = 1.0 sec.
What am I doing incorrectly? Thanks in advance for any replies.
(For the record, I'm a legit 3DS MAX user, and I have manuals and third-party books out the kazoo, but I've had a heck of a time figuring this out. Obviously animating hierarchies isn't one of my areas of expertise.)