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Chapter 1. Changes in the Interface > Improved Interactive Rotation

Improved Interactive Rotation

Typically in past versions of max, interpolation between rotational keys has been essentially linear (that is, if two rotation keys exist for a given object, the computer will rotate the object in the direction of least rotation). So, for example, if an object were rotated 190° clockwise with only two keyframes set to define the motion, max would most likely rotate the object 170° counterclockwise. This annoying problem that usually cropped up after the first key had been fixed when using the default TCB rotation controller or the Euler (pronounced oyler) XYZ controller.


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