3ds Max Animation :: Biped Rotation In Viewport Not Working
Jan 21, 2013
I'm having a strange problem using loaded .BIP file on a biped in 3D studio Max. The biped doesn't allow me to make rotation and translation changes on the head, attached bones and the feet and hands. This only occurs in the viewport!
Altering the rotation and translation keys in the biped workbench editor works fine. but obviously not very practical . I already tried to add a new layer above the current biped animation. But without successful results Also exporting the animation to a .BIP file and reassign it to the biped didn't work.
One thing I have done is using the motion flow system. After finalizing the animation I created an unified motion which is available in the flowgraph options. In order to convert the motion flow structure to real keys.
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Feb 11, 2011
I need a biped to stay still in an animation for a few frames. What I'm doing is say I copy a pose from frame 10, then I want the biped to remain still until frame 40. So I paste the pose there and fix the feet keys. As a result the biped position is the same in both frames, but when I play the animation I get some unwanted rotations between these frames I can't get rid of.
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Apr 28, 2012
New Retime tool feature in Max 2013; when i tried with biped animation, its not working, but it works with every other object. Workflow which i followed:
1.Selected all the biped parts.
2.Open curve editor. (it shows all the animation keys and curves)
3.Applied Retime All (Retime tools shows up)
4.Double clicked to create start and end marker.
5.Now, when i move any of the retime marker, the keys are not responding, only the marker moves and there is no change in animation timing too. everything stays same.
does the retime tool is not applicable for biped. I tried the same procedure with other animated objects. It works fine.
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Nov 18, 2013
I have a list of motion capture, those mocap didn't track the fingers so the hands are always opened. In some of these mocap I need the biped hand to be closed. I've been looking for a solution for about a day now. I think I'm in the good way which is to create a biped layer animation where the hands are closed and link the hands of that layer to the original layer. so I would be able to save that layer and apply it to every mocap animation that need to be readjusted. The only problem is that I'm not sure if it's the better way and I don't know the procedure.
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Sep 21, 2011
I want to rotate a drawing in my paper space, but without rotating it in model space. So that I still can work on it easily in model space.
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Jul 15, 2011
When setting up a simple FK control curve on say the wrist for example, many times the control curve isn't exactly perpendicular to the local rotation axis of the joint movement, so when we position the control curve to be perpendicular to the joint - it has a rotational value added, but the rotational handles are lines up with the rotational handles of the joint that we want to move.
Freeze Transformations: then the control curves rotational handle go back to being skewed (out of alignment with the joints)
We want to Freeze transformations before constraining the curve, but we'd really to keep those rotations control handles to remain aligned with the joints rotational handles. This will make it an exact control when animating - grab the rotational handle of the curve, rotate it, and the joint will move exactly in the proper direction.
how to get the rotational handle of any control curve to run perpendicular to the shape after freezing transformations?
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Feb 10, 2011
can I make Animation biped manually?
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Mar 13, 2011
how to link a biped's head to an object? I can link it to other objects as the parent, but I need the head to be the Child.
I'm trying to animate a Terminator robot model I found here (it was a free download):
[[URL]
The model is rigged to a biped, and I'm trying to animate its head to follow the exact movements of a person's head in some footage I shot. I used PFTrack to motion-track the person's head (using geometry tracking) and exported the track as a MaxScript. So I run the script in Max and it produces a camera and head model which exactly follows the movements of the original person.
how can I link the Terminator's head (or rather, the biped controlling the Terminator's head) to the animated model? Better yet, how do you link a biped's head to Any object? I can link any object TO the head, but I cannot make the biped's head the Child. How to do this? I also tried using Select IK Object in the Motion panel, which works for other parts of the biped, but not the head.
3ds Max 2011 x64
Core i3, 4gb DDR3
Windows 7 x64
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Apr 8, 2012
When it comes to adding a biped into the centre of my character model how does it work? (I am not that far in my college project but am a I am worried)Does the biped attach to I ndividual pieces of the model ( hands, head...etc) and they have to be attached individually Or can the biped work with a single object ( all the pieces attached) and still be able to move individual elements like the hands or feet I am getting worried as I need to start this bit soon
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Feb 28, 2014
I'd like scale my biped animation. I have 200 frame mocap animation, all frame has keys. I want scale it to 72 frame. I found how can I scale the keys, is ok, but after scaling the bip01 bone jump there and back.
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Jan 24, 2014
I have created a model of an alien, and I wish to rig it upto a biped. The reason I would like to be rigged to a biped opposed from using bones is because I wish to apply motion capture files to the biped from iPi Mocap.
However, the problem I am having at the moment is that because my model is an unorthodox shape, and does not follow the figure of a human, is how do I modify and change the sizes of each individual bone? I've tried using the scale tool on the bones to no avail, as well as searching through the options. Are there values I can change to make them bigger?
In the picture I have attached, you can see that the hip on the biped, is significantly higher than the model, meaning that when it comes time to skin the model, it'll think that the aliens body are part of the legs.
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Aug 1, 2013
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.
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Feb 25, 2014
I'm working on a project where I need to duplicate all animated sequences for both a male and female character. I currently have two biped rigged characters. I animate one, save the .bip animation file and then load into the other. I check the boxes for "Load max Objects" as I have some objects (like a glass of water) set as an IK pivot object. It loads those into the new scene along with the new pose, but the pose goes wrong, thought just with the arms (which are incidentally the only parts that have a seperate object as an IK pivot object.)
Here's a screenshot to show what I mean:
This incorrect animation happens whether the .bip animation file I save is loaded into the other character or loaded into the same character in it's original T-pose.
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Jun 1, 2011
I have a Biped which had a number of .BIP files added then mixed down. All of these have been removed however there are 2 which are still hanging around and can not find any reference to them anywhere. maybe a script exist which removes all of these?
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Dec 17, 2013
I am trying to find out if it is possible to hide parts of a mesh while I skin certain parts of a mesh using biped . Here is what I have tried. Below my skin modifier on my stack is my edit mesh. I open up edit mesh and select the faces I would like to hide and hide them .Then I return to my skin modifier and skin parts of my mesh. but then I reliased that my biped is no longer skinned to my mesh if I hide a porition of the mesh. Even When I unhide the faces the mesh is no longer skinned to the biped. The biped moves but my mesh no longer follows. I tried deleting the skinned biped bones on the skin modifier and re adding them but it still did not do anything.
I know there must be a way to hide parts while you skin. By the way I am using MAX10
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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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Feb 11, 2011
Is there a way to get the position parameters for a Biped COM to play with in Track View? All I get are the rotation parameters.
If that's not possible I'd like to know a way to manipulate the animation between 2 keyframes. The TCB parameters don't seem to be working for this.
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Apr 19, 2011
Is there a way to quickly assign all the Skin vertices with 0.0 weight to their correct biped link?
In my attachment there is about 50 vertices remaining having already corrected about 50 by hand. This is not a problem to do by hand however I have 20 more characters to modify after this any scripts/tips etc.
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Apr 19, 2013
In the timeline panel in CS6 EXTENDED, you have a video feature, where you can animate three things:
Position Style Opacity
What I would like to know, is: How can I animate rotation of a layer? I want to rotate my layer at an angle and animate it. But when I rotate, the first animation frame is also rotated, resulting in NO animation between the frames.
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Jan 24, 2012
In the 3D viewport, lets say there is an object to my left. How do I turn the view camera to look at it?
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Jan 3, 2014
In the full version of AutoCAD you could rotate the objects inside a vieport when you are in paper space. Can you do that also in AutoCAD Lite 2013? and if so, how?
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Jan 10, 2012
I am working on a project with several sheets. The viewport rotation (or angle) on each sheet is different. How can I find out the viewport rotation (or angle)?
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Jul 30, 2012
Using the mvsetup, a colleague of mine rotated the model space in the viewport. I cannot determine what angle was used, is there an setting in the properties manager to show the rotation angle or other way to find out?
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Sep 4, 2011
in any version of 3ds max to have an animation rendered as it looks like in the viewport. Without any render engine (scanline, mentalray etc...). So the exported avi looks exactly what i see in the viewport during editing.
3D Studio Max 9 32bit
Windows 7 Ultimate 64bit RC
Core 2 Duo 4600 @ 2,40 GHz, 2,40 GHz
4 GB RAM,
NVidia GeForce 9600GT
500 GB + 160 GB HDD
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Apr 7, 2007
I'm trying to do a simple little emoticon animation: A ":-)" turning 90 degrees CW in CS2. I type in the text on a transparent background, get the animation panel, duplicate the frame and select the second frame.
Now, the idea is simply to rotate the layer/image in the second frame, leaving the first frame as it is. I'm able to move and do various other tweaking to the second frame independently of the first but not rotation. Can anybody tell me what I'm doing wrong?
(I tried making two different layers, one for each end state, and setting the visibility to 0% and 100% respectively, but this merely produced a fading in/out animation, not the rotation I was hoping for)
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Jun 4, 2011
i have a serious problem with biped (3dsmax 2009), it consist of two bugs in fact...
1 : when i open max scene the character change there's locations, so i have to enter "move all mode" and i change all the x,y,z and rotation value to zero, so the character return to its original position, when i save i open again it shows the same problem..so i have to render the scene locally without backburner..wich will take weeks
2: after rendering some scene i found the character freezing and not moving...when i delete the meshsmooth and re-assign a new one it works well, so is there a bug in meshsmooth ??
im really stack with these 2 problems ...i have installed sp1 all hot fix but no way..even when i open the scene with 3dsmax 2012.
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Aug 27, 2012
I want to do an animation of a subsea ROV operation with the props starting and stopping when the ROV moves. The props need to start shortly before the ROV actually starts its movement but I want to do this without having to animate the rotation every time. I want them to rotate the same RPMs every time and I want to have the freedom to start and stop when I need to.
3ds Max 2013/2014
Autodesk Inventor & AutoCAD
HP xw8600 Workstation
Windows 7 64Bit
Dual Intel Xeon 2.83 E5440 GHz
8.00 GB of Ram
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Sep 30, 2011
I set up SDKs on my character's fingers. Everything was working fine. Fingers rotated properly from the open hand "0" position to a closed fist at the "10" position. I have the hand set up as the Driver and the fingers as the driven.
I then wanted my IK arm to work in FK, so I went into my attribute editor for IK pole vector constraint and checked on "IK/FK Control". I did a few rotations of the elbow joint and everything seemed fine.
I then went back to do some work on my hand, and when I when to change the values in my channel box to get the hand to clench, the fingers did not rotate into a fist, but rather went in all directions.
I can get the hand to work correctly intermittently (when I go back to the bind pose), so I know the correct rotation information is there. I have tried deleting history and making sure translations are not set on the hand. Would this be a gimbal or a local vs. global orientation problem?
Also, a side question: I noticed that when I built the SDKs for the fingers, I had numerous "blendWeights" created. Are these weights involved with moving the fingers between the minimum and the maximum values you set in the SDK set-up process?
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Jan 21, 2012
I'm new to MAX and I'm having a bit of an issue. With the character I'm animating, I rotate and move limb with auto key on. Both position and rotation change as I scrub timeline, so I assume keys were created for both. However, when looking at curves in the curve editor I only see and am able to edit the rotation curves and not the translation ones. Channel is called 'Transform:R Limb' and shows xyz rotation curves. I need to access also translation keys! What is happening here??
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Jan 16, 2014
I used to do this all the time. Now I cant remember how to do it properly, if possible a screenshot of how to do the maths in the Parameter wiring box. Getting the circle to travel along this line without scripting.
What should have been a 5 minute job has turned into about an hour.
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Jan 4, 2011
I did the bones, but as you can see in the picture, the rotation not along the bone, is according to xyz, might be because i freeze them?
How can i rotate the bone accordingly? is there a way to rotate it local, and global like in Softimage?
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