Wait do you mean only aim bones should have TCB rotation? I set TCB as default because the guide said to.
This may screw you or not, as Kekoulis said, MAX plays with you.
TCB Rotation set as default can corrupt animations. As much as the guide says otherwise.
Indeed, that guide points to vehicles, it does not refer to bipod troops.
Default TCB Rotation may correct some aims of things like cannons or other weapons, but it causes devastating effects on bipod units.
In summary, if you use TCB Rotation set as default, you will get healthy aims, but the other animations will be corrupted, and it will be a great pain if you have no patience.
If you use Euler default, you will get healthy animations, but damaged aims.
Well, it may be easier to fix a model without Default TCB Rotation, with damaged aims, but with other healthy animations, than a model with applied Default TCB Rotation, with healthy aims, but with other corrupt animations. THAT'S MY OPINION.
At least, what I do, is to import WITHOUT TCB Rotation as default, that is, using the standard Euler. Then, I manually open the animations aims, (which are the ones that give problems) and correct them, in case there were problems.
In fact, the problem may come from ONE BONE and not from the whole set. In the aims .max files, verticals and horizontals, and so, you should notice which bone is animated, it usually has a simple designation "Bip01", although the name may change if it is a vehicle, of course. But it is, in effect, a master bone that moves the whole set. If you apply TBC Rotation ONLY TO THAT BONE, you will have solved the problem.
Although, generally when the aims are damaged, when playing the animation in MAX you will get a grotesque deformation in sight, And you have already verified that your aims are fine.
Edited by Kaos_Crusader, 30 July 2019 - 10:03 PM.