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Principle working of accel parm in bezier keys


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Hi guys! I'm working at export script from 3dsmax to houdini. Now I'm making part that will be export animation channels. I want transfer source animation with bezier interpolation(and not baking every frame) I've already done value, time and slope export. But I don't understand how transfer accel parm. When slope==0 all is simple. Length of bezier tangent(accel) is equal self value*fps. But when slope!=0 I've got a strange dependence from time and value. When slope->∞ again all clear - accel dependence from parm value. In other words accel parm is depending from slope. In 3dsmax these 2 parms aren't depending from each other. I hope my trouble is clear) Thanks for the help)

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If your gamedev link, I don't see anything different in 3DS Max than from Maya? The only weird part I noticed offhand was that they seem to define their times values in terms of ratios of the sequence length.

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In 3dsmax bezier's accel is just projection to timeline. But in houdini and maya accel depends and from values. Anyway thanks for the help) I think I can solve this issue some later, when I find time. Work, work...)

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Ah, I missed that fact. They're using acceleration ratios (ie. the slope length is defined as a percentage of the segment length). Houdini's graph editor does that internally as well but converts them to absolute values for input/output for legacy reasons.

I've now augmented the KeysToHoudini page on how to handle acceleration ratios.

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