3DS isn't my biggest strength so I hope I don't sound stupid. I made a rotation cylinder...actually it's a few cylinders and text, all rotating in different directions. My problem is I'm trying to getting this to rotate seamlessly for a minute , but not rendering the full minute. I want to bring it into After Effects and just loop it from there. Forget about the many moving parts for a minute. When I bring it into AE and loop it a few times I get a small, but noticeable "jump"...maybe a few frames. How in the heck do I simplify the process in Max??? This little jump is annoying. BTW...I'm not a math genius so we can throw that one out!
It is not a maths what you need! just a small trick.
t and end in
In max you set frames range you want to actually render.
then you try using 'home' & 'end' key which makes your scroller jump to start and end.
then you see exact position/rotation & orientation of your object at exact start frame and end frame.
here you can make it fine tuned to make seamless loop.
Thanks Naren, but the animation has gotten really complicated and it's just off by a little bit and I've never gotten it to just match up correctly. I know there are a few things you can do in the track view editor but it hasn't been as simple as I thought. I've been doing what you said and "hand animating".
You could render an entire rotation in Max as a frame stack. Then take it into AFX and continue to trim off frames until there is no pop. I think it is easier to just do it in Max though. Just look at how much of a rotation your object is making at each frame (not keyframe)and end your motion using that number just short of a full rotation... That typically does it for me!