3ds Max Animation :: Adding Bones Just Won't Work
Apr 17, 2012
So I've come across a simple roadblock, I can't seem to be able to link the bones to the mesh. The bones pretty much move as if they were separate from the rest.
As the dozens of videos I've seen, the process is usually the same: after creating the mesh, go to Helpers > CAT Objects > CAT Parent, choose a RIG(Base Human) and add it.
So I do all that and fit the rig to the character. After that, go to Modifier List, choose Skin, click Add and select Base Human bones. In the videos, that's when everyone always goes to the motion tab, add the CATMotion Layer, and the mesh and bones move together.
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Aug 24, 2012
I'm gonna create a folding animation (two planes folding over each other or a single plane fold over itself). Problem is I have to do it with bones and if I use two planes, when they are folded they will have a little gap in pivot line and if I use a single plane then I don't know how to assign a polygon (sub-object) to bone.
Windows 7 Ultimate x64
3Ds Studio Max 2012 x64 - Student Version
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Dec 19, 2012
if I have a rig and an object which is skinned to it, what is the best way to enlarge a bone so that certain vertices on my mesh will look inflated or deflated?
I tried to some tricks with the Xform modifier: wiring it's Gizmo controller to a slider UI control so that I could increase and decrease its size without actually scaling it, but this doesn't have any affect on the mesh. I then tried creating morph targets for the bones so that I could again increase and decrease their size without scaling them, but it didn't affect the mesh either.
It seems that the only way to get the mesh to localy increase or decrease in size is to scale parts of your rig, but that's something I always try to avoid.
3ds Max 2013 64-bit Student Version
nVidia GeForce GTX 560
Windows 7 64-bit
Intel i7
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Jul 31, 2013
I'm just starting out with animating for a project. I'm trying to animate a weapon, but the bones are not showing, I've tried pretty much everything. The bone helpers are showing, but not the bones themselves:
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Jan 14, 2014
I have a purchased model with a "hose type" rigg, and I can't figure out how to replicate it.
There is a hose with a bone structure that has four point helpers one on the face mask, one at the top, one at the bottom and one in the middle. If I move the one in the middle it moves all the bones without stretching them...
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Mar 22, 2011
In 3ds Max i made CAT Bones for my model. However how do i attach these bones to my model? Because when in Motion Builder my model doesn't move with the bones. I also tried a biped it also didnt move.
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May 4, 2011
I am working with a rig that has arms and legs in which the upper and lower sections (Thigh, Shin, Upper Arm, Forearm) are composed of chains of bones in and of themselves. I have included a screen shot to show a simplified example of what I mean.
When working FK, of course, this is no problem at all, but sometimes I'd like to be able to use IK solvers to make placement tasks easier. Unfortunately, applying an IK solver means the bones forming the upper and lower parts of the limb also bend as the limb bends. In the screenshot, the bones on the left are an example of what sort of limb I am dealing with, the bones in the middle show the effect of using an IK solver (note the bend in the upper and lower leg) and the bones on the right show what I would like to achieve using IK.
So, is there any way to lock the motion of those bones composing the upper and lower parts of the limb so they won't bend as part of an IK chain? I'm using Max 2010 by the way.
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Apr 19, 2013
I don't know what I have done, but the bones aren't shown. However, the joint point (the circle ones) are shown.
I'll attach a picture.
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Jan 13, 2014
When animating, I have to manually key all the bones on frame 1, and then manually key all the bones on frame "whatever". If I don't key every bone myself, then bones I missed on frame one will become the same as the ones on frame "whatever". I was wondering if there a way to select and key all the bones at the same time? I tried, just slecting all the bones in one 'left-click', and that only seems to key the root bones.
I am actually a 3D modeler from a different program trying to learn Maya. I have spent the past 5 days just watching youtube tutorials, but for some reason they do not seem to have the problem I am having.
Here are what my setting look like: [URL]...
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May 5, 2012
Got this low-poly model here. I created some bones for it and inserted them into the mesh. But when I use the Skin Modifier into it, and use the 'add' button under "Parameters". No bones appear in the list?
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Aug 25, 2010
I created a frog character that is all one mesh, and created several facial mouth movement Blendshapes. When I test the Blandshapes they work great. Problem is, when I move one of the bones of the skeleton like his leg for example - and try one of the blendshapes, it blend the mouth perfectly, but also blends the rest of the mesh of the character back to his original position (non-bent leg). I was under the impression Blendshapes were only related to the mesh and not when moving bones?
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Nov 16, 2011
I created a rig in MAX 32bit but recently loaded 64 bit MAX but now when I choose the skin modifier/edit envelopes, I cannot choose bones to edit. The interface just flashes and I am not able to select verts on the mesh. I had originally used the weight tool to change the weights of each vert on the mesh, now it doesn't work at all.
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Mar 29, 2011
How can I apply my biped to the bones of a diffrent model? I have tried the Position and Orientation constraint bit with the second one my model messes up. Are there any different ways to apply it?
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Jun 21, 2011
I have a skull on layer skull and bones on layer bones which is set to display under layer skull. I want to add a layer mask and paintbrush out the bones that are inside the skull area.
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Apr 2, 2006
I made my signature for a forum but I wanted to add a little animation. For example something like this. Its a video animation. Just a little clip. I was just wondering I added it to my Signature? The clip I have is a .gif image.
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Jan 21, 2014
Quick question: I was able to make a model and her hair is poly. I'm not using the hair and fur plugin. I was able to make the hair flow by using the flex modifier but I want to add collision to it.
So when the model turns her head, tips of the hair will flow over the shoulder and not through it. I was messing around with the deflectors but I am not getting the results I want.
Rig: Intel Core Quad CPU Q6600 @ 2.40GHZ
8gb RAM
64bit OS
GeForce 660i GTX
3DS Max 2013
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Jul 16, 2011
I have a rigged object and I would like to add a blend shape to this rig. Now my blend shape is not for morph animation rather it is for manipulating the original geometry. Put it this way, I modified the original object and I would like to put this new shape in place without changing my rig, or transferring weights or bones. I presume that best would be to put this before the rig deformer so that the bone deformer works on top of it? I am not sure how I should handle or approach this.
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Feb 24, 2012
I've been trying to feel out the pipeline for creating HIK rigs and jumping back and forth between Maya and Motion Builder. In Mobu, there is a way to add prop joints to a character's definition, but I haven't found a way to do so in Maya.
What I have done, is created the joints as necessary, and then created custom controls that the prop joints are constrained to. It's a simple parent constraint, so nothing too tricky. However, when I go to File-> Send to Motion Builder, the joints that are constrained are offset from their proper positions by a distance similar to their offset from the origin of the scene. The only way to get them back, is to turn off the effects of the parent constraints.
The controllers, and constraints transferred into Mobu fine, it seems. So I'm not sure where the discrepancy is. It would be ideal to be able to add these joints into the characterization step in Maya, to simply move them about with FK controls. What the best way to set this up would be? Is there a way to add prop definitions to a character in Maya?
While the original question remains, I found that the prop controls I had in my scene, were off from their proper positions, by the exact relative amount from the origin in the maya scene. Even though I froze transformations on the controls, coming into Mobu, they were put back on somehow. After selecting them, and setting their trans values to 0,0,0, they were put back into the correct position.
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Feb 23, 2012
how I could go about adding visibility controls to select parts of a single skinned mesh?
I was watching Jeremy Ernst's rigging showreel [URL] and the mesh visibility controls are shown at 4:06..
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Apr 25, 2012
How to make so that when you move any object in scene(3ds max), your time slider is moving, for example to 3 keys and creates the keys.
If its an script option, Give me some code for example of doing something like that, using functions of slider, so i can logically came to solution in this hard stuff(will take time i guess).
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May 15, 2013
I have an animation that runs for around 2 minutes. I want to add a button that the user can click to pause/play this animation if they want extra time to read the content on screen. I'm not sure how to tell a button to pause at the current frame and resume when clicked by the user. The button will also need to change states from a pause image to a play image when clicked and vice-versa.
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Oct 9, 2012
Is there a method to add a work plane to a curved surface ? I need a construction plane adding to a curved surface to allow a sketch to to added to this plane, not sure if this is possible but the problem I have is adding a series of sketches to a curved surface to then extrude-cut for window openings.
Autodesk Inventor Professional 2013 SP2 64-Bit Edition
Windows 7 HP Z400, Intel Xeon W3550 3.07GHz
12.0GB RAM, ATI FirePro V4800 (FireGL)
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Oct 13, 2012
Custom rig to work with the HumanIK system in Maya 2013. Im currently trying to map my custom skeleton and get the mocap data to retarget but the skeleton freaks out when I try to change the source.
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Jan 9, 2013
I am making a cart that whenever you move it, it should rotate the wheels automatic. I did this using expressions. At this moment I have a code what makes the wheels spin when the cart is moved on the Z-Axel but now I want to have it work on the X-Axel as well so the cart can make turns.
This is the code I'm using on the wheels: frontwheels.rotateX = cart.translateZ*40;
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Aug 20, 2013
I can only make joints for Maya muscle on the default grid, they seem to snap on grid.
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Aug 21, 2013
i just made an animation. basicly it works like an flip book. i have 30picture laying on top of each other and turn them on after each other( it´s in a symbol).
my problem is that it run not smoth enougt. it seems like it´s too much datasize for edge. sometimes it just stops an one picture for a moment and it seems like the stage has to load the other pictures before continuing.
is there a code to preload the animation? or is there anyway to get it smooth?
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May 10, 2012
Is there anyway to add a tool palette into a work space using the customize user interface?
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Feb 1, 2005
I am attempting softening the skin and that the sternum's bones not be noticeable .
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Dec 5, 2011
Is there a way to scale the bones on the biped or do you do that manually? and if you could do it manually will that mess up anything in the rig? Am trying to scale the bones to fit my mesh so the joints move correctly
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Nov 23, 2011
I created a biped bone model for my limbless animal model I made, and I'm trying to figure out how to link the biped bones to my limbless model, so I can animate it in Motionbuilder.
how I can line the bone structure with my model and link them both together so I can animate them in Motionbuilder?
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May 31, 2012
I have the student editions of both 3ds max 2012 and 2013 installed. When drawing bones in 2013, they don't show as the normal, pyramidal-looking bones, but as very hard to see lines. Is there any way to change this back to how they used to look in 2012?
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