3ds Max Animation :: Animating Stone Being Chiseled?
May 24, 2011
Just trying to figure out the best way in animation a block of stone being chiseled away. So the stone would be chipping away piece by piece, one after another. Is there a way to treat a polymesh so that peices can break off of it in a controlled manner? I have tried pro-boolean but it is not to effective for multiple pieces.
Win7 Pro 64bit
I7 3680 6 core 12MB cache w Corsair H80 liquid cooling
ASUS P9X79
32 GB DDR3
NVidia Quadro 5000
3TB WD
I need to animate removing material from the outside of a wooden bowl. Here is a video of what I'm trying to do: [URL]......
I've been using a Boolean difference, but I keep getting weird errors, such as random polygons being deleted and the entire bowl disappearing.
The original bowl was modeled in SolidWorks and I've tried importing it directly into Maya using a plug-in and also saving it as an .fbx in modo then importing that. Neither way of getting the file into Maya has worked.
I want to animate my clock hands backwards but i have tried to use the select and rotate button from the use selection center(centre)then turning on the autokey but it's not working the handles don't stay aligned.
Imagine a flat box or cube (20 x 20 x 2) with many subD's so that it look like more a 3D plane rather than a cube. Is it possible to "pinch" off a peice off a piece of geometry off of the cube corner by using a mod so that the pinched piece literally breaks away from the parent piece? It can stay as the same object or a new object piece can be created..it doesn't matter, as long as I can animate the pinched off peice separately.
Win7 Pro 64bit I7 3680 6 core 12MB cache w Corsair H80 liquid cooling ASUS P9X79 32 GB DDR3 NVidia Quadro 5000 3TB WD
I have an imported set of models. Part of the set is a rubber straw that has a plastic tip attached on one end (please see attached image). I need to animate this bending and also being clasped (squished slightly) later in the animation.
The tube and tip models are currently body objects, I am reluctant to remodel the tube as it has text detailing across it. The tube material should have a slight rigidity similar to a garden hose (ie if you held it in our hand it bend down, but would maintain it's shape more if you held it nearer the end). I don't need to animate it too much but it needs to start coiled up, then be uncoiled, then bend slighly in the middle. I have tried making a SplineIK animation which just made the tube pivot on one end. I also tried an HI solver and this did the same. I have also tried to use the Bend Modifier but this does not seem versatile enough.
The second part of the animation I need to add two clamps to the tube and show the two clamped points squishing the tube slightly, which I am also struggling with.
3DS Max 2014 x 64. Windows 7 Pro 64-Bit, 2 x Intel Xeon 2.93GHz, NVIDIA Quadro 4000, 24GB Ram.
I need to change the colour of several objects at different times.
Imagine I have 30 blue boxes that I want to change to red boxes but they dont start changing and finish at the same time. How do I do this?
One method is to have 30 materials that I keyframe to change from red to blue at certain times.
Another method is to have two coincident boxes and fade the red box out to leave the blue box. This way, I can make the fading start and finish at different times.
3DS Max 6 to 2009, Maya 2010 NVIDIA Quadro 1700, Quad Core 2.67GHz, 4Gb RAM www.beanboxanimation.co.uk
At the moment I just have sphere with a blue color (material ID 1) applied to it. At specific times and moments, I would like to apply a red color (material ID 2) to specific faces of the sphere under the subobject mode, and stay there.
so that the sphere continuously over time gets red material on its faces. I'm using poly select, and edit poly but its not working. Is there a way to animate this?
Win7 Pro 64bit I7 3680 6 core 12MB cache w Corsair H80 liquid cooling ASUS P9X79 32 GB DDR3 NVidia Quadro 5000 3TB WD
I am making a film and I am wondering if there is any way I can manipulate models and make it look like they crack in half etc.
For ex., I have a helicopter in a scene and it get's shot. Is there anyways I can change/animate the helicopter to look realistically blown up to peices? Not cheesy blow up - like blowing up to blocks and such, but into realistic, organic, pieces.
I am animating a character for a game. The biped has a sword in his left hand. I constrained a locator to the wrist control, then constrained the sword to the locator, and on the sword's control added an attribute called "Connect". Obviously, 0 kills the weight of the connection, 1 keeps it as is. So, when the character needs to let go of the sword I set the Connect attribute to 0. Works perfect.
except, that when I set the Connect attribute to 0 (subsequently killing the constraint weight) the sword controller snaps back to bind pose. I'd love to maintain the offset, so if I kill the locator weight the sword will no longer follow the wrist control but at least stay where it is instead of snapping back to T-Pose/Bind.
I need to animate an extrusion with fillet caps. I have added key frames to one of two sub curves for animating the grown factor, but i don't know how adding the fillet caps. I have tried with a planar and a fillet, but during the animation the fillet disappear.
I am animating a skeleton. As a result, I'm not using physique-- I'm just connecting different mesh objects to different bones in the biped, and I'm good to go.
Here's my issue: I don't want my biped inside my mesh. I want to stick it off to the side somewhere where it's not interfering with my actual mesh, and I can do my links easily by just dragging over to them.
Naturally, when I do this, things rotate around the biped's pivot point rather than where I want them.
Is there any way to offset the biped-- just for interaction, and visually? I just want it outside of my mesh so I can animate the biped without having to look at it all merged up with my mesh.
it seems that i've got myself stuck on the eyelids. I've made a Stickman for animation training because animating interests me. After rigging the whole body and creating the face controls i bumped into a problem i just can't solve. That problem is the eyelids. I've been trying to animate the eyelids to close and to open.
Big problem = Eyes,
they are to big and stick out a lot which prevents the eyelids to close correctly. I've been wondering how they do this in movies and games where they have big eyes but the eyelids close perfectly
I have problem with animating camera along a spline using path constraint. The spline has been spline normalized before added to the path constraint. Then I add besier floating to be able to slow down the camera.
The final camera seems to move not smoothly. This can notice especially when the camera are further away from the origin (0,0).
Some says it's because of Max's coordinates is not fine enough which can clearly proved when import autocad file which located very far from the origin into max and most vertex will be shifted from where it should be in Autocad.
When I set up the Image based lighting in Mental Ray, and key the dome that is created to rotate in a animation, it is clearly rotating in the viewport, and when I render individual frames, it works, but when I batch render (confirming that the render range is set correctly) it renders each frame with the dome in the same position.
I amm trying to animate a series of boxes... I want to change their height when they intersect another geometry... but I have a problem... I'm trying to calculate the distance of top face of the boxes and the other geometry with tape helper, but I can calculate only from center of the geomtery instead of the surface, that is was I searching...
Autodesk 3ds Max 2013 Windows 7 Home Premiuml 64-bit Intel i7-2600K 3.40 Ghz - 16Gb RAM Ati Fire Pro V5800 - NVIDIA Geforce GTX 580
My model is ready for the rigging. But my model is a little heavy in poly-count. I can rig it now but at the time of animation i know it will be a problem while animating it. It will lag while moving its controls. I have seen people animating with low mesh and while rendering they use high mesh. Do, i have to create a low poly version of my model?. If yes, Then i have to paint weight twice. low poly one and the high poly one.
animating grout coming out of a grout bag.I am making animations for a client that demonstrate the construction process of the fireplace systems they sell. Many of the components are required to be joined to each other with grout.
The current version of videos I've created simply shows a layer of grout rising out of the block it is to be placed upon. The animation looks as if the grout is growing out of the block, instead of being squirted onto the surface of the block, as you would do in real life.
how to animate a liquid material flowing?The idea of animating a liquid type material is definitely beyond my skill set in 3DS Max.
• Intel i7-975 - 3.33 GHZ • 24 GB RAM • Samsung 256 GB - SSD • NVIDIA GTX 295 • 3ds Max 2013 • Windows 7 - 64 bit • SpaceMouse Pro
I have a chrome logo and need to add a chiseled effect on it, with small fragments popping out of it. I need to get the effect of metal being soldered with a blow torch.
I tried various "text" tutorials to achieve this look but I just can't get it to work.I have a photo of a rock and I need to make a logo appear as if it was carved in it.And for this instance (to protect client) an "S" logo.
So I thought of a cool way to promote myself. By taking a texture, a rock, road, dirt, something (probably dark and black in tones) and somehow 'chisel' my logo into it. The logo could be 3d, and maybe look as if it slammed into the ground/dirt/metal/rock, etc...
Anyone happen to know of a tutorial where I could learn some techniques?
I have been trying to learn the chiseled effect on Discovery Center the video tutorial the girl voice came so distorted that I decided to look up the written version .In the step 3 they ask to Arrange Combine but Combine does not light up
I've added a stone material to my wall surface but when I hit render the edge looks very sharp. My question is how do I get the edge to look more rounded and give a more realistic look to the edge. I've attached my rendered image and below an image of what I would like it to be.
I'm designing a poster for a play and loved the stuff I saw in the stone wall forum and I'd like to do something like an ancient engraved stone (egyptian era ) You know, chiseled into the stone. I'll post what I have but I need some advice. Is there a way to get the engraving to show up better? I used the emboss mask but I'm just not satisfied. Any ideas?
I'm creating a level for a 3D game, and I'd like to use self-made textures for that one. A part of the level is supposed to take place on the outsides of an old castle. So I need a stone floor that looks old, a little dirty and bumpy.
I've folowed a few tutorials, and I made pretty nice things, but I can't seem to make the stones look more realistic. If you take this example (not created by me)
You'll see that the stones have very subtle cracks and scratches, and that it looks dirty (notice the greenish moss growing on it, darker patches here and there, etc)
I want stones that have similar effects. Can anyone tell me how to make that greenish moss effect and how to make outside stone floors look dirtier and older in general?
I'm having a problem here with hatching in AutoCAD 2000. The existing hatch patterns doesn't fulfill my needs and I need something more specific to hatch a cobble stone area. In my aCAD hatch patterns there's not a good hatch for it and I looked that I can do my own pattern using Notepad etc. but unfortunately I don't have a time to do that.
So, my question is: Is there any simple ways to create your own hatch patterns for example like in Microstation where it is very easy to do. There is an option that I can use cells (blocks in ACAD) as hatch patterns.
Or can I maybe download a custom *.pat file from somewhere and use it?
I'm trying to import a stone hatch pattern from the Internet but every time I try to import it into my hatch gallery it says error in pattern file. would like a couple different hatch patterns to show my customers rather than just brick.
I'm a fashion designer and i've just learned using photoshop and illustrator.so my real problems are creating textures. i'm designing a T-shirt with fadeout or stone washed looks,