   Max+CS Biped Looping Interpolation
  Yeah, I'm really reaching on this one. But the question is really simple. I'm using max with character studio, and animating a biped character. I want to create a looped animation that interpolates the frames correctly for a loop.For example, if an animation ranges from 0 to 30, frames 2 and 3 are influenced by frame 5 because of the non-linear interpolation. I want to cause frames 28 and 29 to be influenced by frame 0. Makes sense, right?I can't find a reasonable solution to this. You can create "out of range" keys, or use the motion mixer to pile the animation 3 times in a row and clip the animation playing range to the middle of it, but both of these routines are extremely time consuming. To pile the animation 3 times, you have to save a bip file and import into the mixer 3 times, mixdown, then copy to biped. Now what happens when you want to make a small change? All over again.It's a really simple idea that seems like it would be used quite a lot by game developers. I would think there would be a simple solution. Anyone have a clue?Thanks much for any help.   
  whats wrong with setting a hard keyframe at frame zero and then copying the keys to just past the end of your animation length.By hard keyframe I mean select all of the biped parts and set a keyframe for everything at frame zero. (Also set keyframes for the Bip01 translation). Then select all those keyframes and copy them to next frame past the end of your animation. If your animation is 30 frames long, then copy the keys at frame 0 to frame 31.That doesn't take too long, just a few clicks, and a drag   ;  That is what I do. But the last frames of the animation do not smoothly interpolate to the first frames. Even if frames 0 and 30 match, frames 28 and 29 are not effected by frames 1 and 2, etc. But elsewhere in the animation, this is not the same behavior. Frames 15 and 16 are effected by frames 18 and 19. See what I mean?Imagine these frames:    .  ..  .  .Now if you were to copy and paste the interpolated line onto the end again and again from the way Max interpolates, it would not be a smooth wavy line. It would be smooth from 0 -> 1 -> 2 -> 3, but would have a flaw going from 3 -> 4=0. You will notice a big jerk in the motions.   