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Fixing starting frames when converting from 3ds max

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Level 23
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Apr 3, 2018
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I have a model converted to .max from another game. The model's animations are each in a different .max file. The model's pose at the start of each animation differs, affecting the transformations in all the rest of the animation's frames.
Is there any realistic way of fitting the starting frames, so that when I put all the animations in one model, they display correctly?
 
Level 23
Joined
Apr 3, 2018
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460
I don't see batch save/load in max 7 :(

For now I'm thinking about adding an extra parent bone for the affected bones and then manually rotating these at the start of the affected animaiton, to bring the starting frame position back to where it should be.
 
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