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When we talk about animations in NOVA, we often mean "exported animations", which are not quite the same thing as "real time animations". Basically, real time animations are done this way : I pick up an object, move it, rotate it, throw it. In the same time, be aware that inverse kinematics in 3dsmax are not computed this way in NOVA. you need to export the resulting animations to obtain the same results in NOVA. Animations in NOVA are often nderstood as keyframed animations. Animations in NOVA are considered as "never-ending". When the keys stored in the timeline of 3dsMax are over, NOVA replays the entire timeline over and over. These keyframed can be intended for the entire scene (the amount of keyframes in the tieline defined the lenght of the animations) or per object (see the NOVA animations parameters for the objects).

Keeping that in mind, you can easily understand that animations must have a beginning and an ending key, on each side of the timeline, to avoid biased animations. This makes sense if you use "out-of range" curves. If you really need an ending key located before the end of your timeline and if you need a clean repeating animation, make sure that the key is located on a natural interval. For example, if I need a key on the 75th frame, I will use a 150 frames timeline. Animations in NOVA are managed by keyframe interpolation.However, only a few algorythms are detailled in the 3dsMax SDK and somtimes, animation bugs may occur (oftenly with IK resolutions, or with NURBS trajectories). In such a case, there is a solution: You can capture the animation keyframe by keyframe. This option is a per-object parameter.The animation engine is not synchronized with the rendering engine to be accurate on high end PCs and on low end PCs. If your animation is intended to last 10 seconds, and if you ask for a 15 animation fps, you will need a 150 keyframes timeline in 3ds. But the rendering engine will maybe runs the scene at 300 fps, without any artefacts on the animation. many NOVA parameters prevent animations of 3dsmax. For example, the constraint "Look at", applied to cameras are useless because the objects have their own alignement parameters (the billboard parameters). Many animations of 3dsMax are automatically translate in the NOVA world. On the object level, that means that Position, rotation, scalling, trajectories and vertex blending (using the skin modifier). For the cameras, Position, trajectories, FOV and target position. For the lights, Position and intensity parameters are kept. For bones and other dummies, Position, scalling, ratation and constraints. For materials, you can animate tilling and offsets of the textures.

Basic animations

The direct kinematics are simply exported from 3dsMax. you create your animations, define your out oof range parameters, then you export your scene (make sure the animations chezck box is checked). Animations should run fine in NOVA. If it is not the case, you can specify for the object the NOVA parameter "No Animation Compression". That means that NOVA will export as many Keys for the object as there are keyframes in the 3dsMax timeline (if you choose a sampling rate set to 1 in the scene NOVA Properties). Nova tries to convert the animations controllers. That includes the TCB, the linear and the Bezier controllers. Nova is able to export the major constraints (Path, Look At, Link). Axis contraint are also taken into account. Hierarchies are interpolated as direct kinematics, with links and inheritance.

Complex animations

Inverse kinematics ( only the History dependant and independant) are managed in NOVA, but the recursivity is not managed. That means that you will have to use the No Animation poarameter for each object of the kinematic if you want to obtain a correct rendering. If you wish to break the kinematic link somewhere within the chain, you can check the option nammed "Transmit parameters", in the NOVA Animation properties of the objects.Be aware that multi-constraint and/or custom controllers may affect the rendering of your animations.

Materials animations

The tilling and the offset of the textures can be animated for all of the seven cahnnels supported by NOVA.

Trajectories animations

Animations for trajectories are managed by NOVA. The bézier curve is interpolated (not meshed). The Path constraint is managed too, as well as adveanced parameters (COnstant speed, percentage of animation, object alignment). Be aware that NURBS curves are available for animations, but are meshed before export. That option is heavier for exportation as well as for animation because you must check the "No ANimation Compression" parameter prior to export.