For direct animation reference like that, you'd want to use a tyActor setup and trigger the animation playback with an Actor Animation operator.
What I am trying to achive is this build up of an pre-existing floor layout. Here created with the simpler animation made by using interpolations.
08-08-2022, 06:38 PM
(This post was last modified: 08-08-2022, 06:39 PM by tyFlow.)
It's not so simple to reference scene keyframes from particles because Max itself is not multithreaded, so particles trying to read scene object keyframes from separate threads will cause Max to crash...so some kind of caching structure has to be created to import the keyframes in a thread-safe way...and that's what tyActors do, but your boards are not all identical I guess so you can't just apply a single tyActor to all the boards.
There are a couple options here:
1) Do your rotation with keyframes in a Rotation operator, using the keyframes rollout to sync the timing to event entry or something.
2) Do a tyActor setup but have it hidden. Have each tyActor located exactly in place of the 'real' boards. Then have the 'real' boards linked to the hidden animated tyActors using Set Target (link to target enabled). It won't matter that the tyActor geometry doesn't look right (because it'll be hidden)...only that the tyActors are located exactly where the 'real' boards are, so they act as a sort of animated proxy transform.