3ds Max Animation :: Bone Wrong Length After Rigging?

Mar 1, 2014

I made and rigged some bones to animate a mech a modelled. However, after rigging I realised that one of the bones was too short, effectively making the 'thigh' pivot around an area lower than the 'hip'.
 
Is there a way of lengthening the bone, or do I have to delete it all and start again?

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3ds Max Animation :: Rigging Character Using Bone Systems

Apr 2, 2013

I am having trouble rigging my character using the bone systems in 3 ds max. I boned out the front leg and cloned the bones for the other front leg, and that went well. the problem came when i tried to create the bones for the back legs. When i try to make the bones, they will only go on the x and y axis. I think the z axis is constrained somehow.

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3ds Max Animation :: Rigging Bone To Stay Centered Between Hands

Oct 9, 2013

I am currently working on a project that requires me to keep an object centered between a biped's hands (like a floating fireball or a box). I need to be able to move the hands around and keep the bone averaged between them. The position and rotation need to be averaged for the bone, but not scale.

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Maya Animation :: How To Keep Clusters In Alignment With Bone Rigging

Sep 9, 2011

Best way to keep clusters in alignment with bone rigging. I'm trying to parent clusters that control facial movements to the head bone of my skeleton so as when I move my character about the clusters retain there position in relationship to the face.

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3ds Max Animation :: Keyframe - Bone Twisting Gone Wrong

Jan 10, 2014

So i was skinning my 3d model and when i started keyframing different leg poses this is what happened to my bones in the leg.
 
How do fix this without really having to reskin the whole model

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3ds Max Animation :: Oxygen Mask - Constrain End Of Pipe Bone To Possibly Rib Cage Bone

May 4, 2011

I have a figure with an oxygen mask attached to his face and an air pipe leading from the mask to a tank on his chest. I've added bones coming from the head for the mask and pipe and I need to fix the bone at the end of the pipe to the tank so that when he moves his head the pipe flexs but the end doesn't move from the tank. Hopefully that is clear

Is there a way to constrain the end of the pipe bone to possibly the rib cage bone? So they move together? With the pipe being flexible in between.

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3ds Max Animation :: Transfer Weight Map Between Bone

Jan 29, 2013

I have an old figure that is high poly and skinned to a bone skeleton. I want to rig it to a CAT rig for some of its quick animation features. Ultimately I want to be able to export the model into UDK to learn 3d demonstration and game development.

I have aligned a CAT rig to match the bones of the old figure. If I select and link the bones to the respective bones in CAT rig I can get the figure to animate perfectly and quickly, but when I export to the UDK through FBX the figure is severely distorted. I've found that the old rig needed to match the rotational axis order to the new CAT rig bones which worked a little on several of the limbs, but the initial translation of each bone does not get transferred giving an offset to the bones that still distorts the figure.

I want to rig the character with the CAT, but the figure uses painted vertex weights. I could spend an immense amount of time to try and replicate the quality done by the vertex weights, but if there is a tool or script that could speed up the process. I am looking for a tool that would be able to transfer vertex weights between bones. Ideally I'm looking for a workflow like so

1. Load figure
2. Add CAT bones to skin
3. Edit envelopes
4. Select bones or vertexes to copy
5. Copy vertex weights
6. Select bone destination
7. Paste vertex weights

The paste should then delete the influence on the original bone to complete the process.

I've seen something very similar to what I've been needing from this artist that goes by the name of Sun Dawei. A search for "Dawei Sun transfer vertex skin weight" minus the quotes gives you a video that would visually show the process I'm looking for. I don't know the policy on putting links for videos that I don't own so I won't put the actual link here.

I would like the script that Sun Dawei developed, but I could not find a download for it. He might have wanted to keep his work private, so I'll respect that.

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Maya Animation :: How To Add Bone In After Binding

Jun 7, 2011

I have already done a smooth bind on my mesh and painted weight maps. But then I realized I need to add a bone into the joint chain. It is on an extremity. Is there a way to add a bone in after binding without having to unbind and redo weightmaps?

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Maya Animation :: How To Fix Bone Rotation Orientation

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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3ds Max Animation :: Modifying Bone Size In A Biped?

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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3ds Max Animation :: Create A Bone System That Uses Meshes

Jun 23, 2012

I currently have a model made of a few different meshes (head, body, upper/lower arms etc...) which I have linked together. I primarily animated by rotating the joints of the model, but it just isn't cutting it anymore.

Is there anyway I can create a bone system that uses the meshes as the "bones"? I'd like to be able to do that so I can change the models for every part of the robot seperately in my game by changing the mesh associated with the bone. I've tried searching google and youtube but I'm not really sure what to search for.

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3ds Max Animation :: Simple Scale A Root Bone?

Mar 8, 2011

I have the situation in the attachment photo.

I want simply scale the root of the hand skeleton, but if i use "scale" it scales also the cildren...

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3ds Max Animation :: Rigging Non-spherical Eye?

Mar 15, 2011

How can i rig a non spherical Eye? At this very moment I have and sphere, wich I deformed with an FFD Box.

But if i rotare the eye the pupil doesn't stay round, wich makes scence to me, but i can't think about an possibility to avoid that...

I attached my test max file. You maybe want to have a look at it.

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3ds Max Animation :: Lock Rotation Axis For IK Bone System?

Aug 23, 2013

I've created a mech robot and now I want to create a rig for it. But the problem is, that none of the joints are 'ball and socket joints'. So the joints can only rotate in one dimension, like a typical mechanical joint. My first solution was simply locking two out of three rotation axis for the bones and this works fine for FK animation. For IK animation however, it doesn't work. The locks are simply ignored.Is there any way to lock a rotation axis for an IK bone system?

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3ds Max Animation :: Rigging A Chair With Casters

Apr 4, 2012

A way to rig a chair and have the casters follow?

Basically, I have one dummy that controls the position and rotation of the chair. As the Chair goes forward or backward, the casters will need to swivel around and would be following the chair from behind. Likewise, when the chair rotates, the casters would swivel and follow from behind. Would this be Wire Parameters?

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3ds Max Animation :: Rigging Constraints - Export To FBX

Jan 11, 2012

How do I constrain a child object to only Rotate when its Parent Rotates rather than follow it. My attachment should hopefully explain this better.

Also will constraining this be included when exporting the file to an FBX?

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3ds Max Animation :: Rigging Xref Objects

Sep 5, 2013

I am rigging a car that will definitely change at a later stage. To avoid having to redo a lot of work, I am using the Xref Objects option to bring the car into a new scene. In the new scene I have built my rig with all my controllers etc. I used simple linking to attach the various pieces of geometry to the rig. At this point everything works great - wheels turn and steer, body rolls, suspension works. I hit save.
 
Now when I close Max and then open the file again, the geometry has jumped all over the place (see the image attached)! I have tried various things to fix this with no luck...

I have reset xforms on all the original geometry, aligned the pivots so that they match exactly to the controllers they will be linked to, checked scale to make sure everything was at 100%, I have reset transforms. None of these solved the problem. Is this even the correct method to rig?

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3ds Max Animation :: Rigging And Animating A Tube

Jan 22, 2014

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.

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3ds Max Animation :: Rigging One Child To Two Parents

Jan 7, 2014

I've been building a robot for a while now and I'm stuck with one of the shoulder mechanisms. I'm trying to link one sphere to one shoulder blade, and the second one to the outer shoulder blade. So I could move the outer shoulderblade, and the 4 balls touching that side would move along with it, but would just rotate and not be transformed or the mesh changed any way. When I move the inner bigger shoulder blade, the whole thing would move as a whole.

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3ds Max Animation :: Squash And Stretch Rigging

May 30, 2013

Any way to get the same squash and stretch (preserving volume) results using 3Ds Max CAT and the Skin Modifier. I heard that using an Expression Controller is one way of doing it but where to find documentation or tutorials on the process.

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3ds Max Animation :: Character Rigging For Production

May 12, 2013

Moving the Global Control moves the entire rig - Awesome.
Rotating the Global Control rotates the entire rig - Also Awesome.

But when I scale the Global Control, the bones associated with the arms don't scale. To clarify: The arm bones still conform to their position/orientation constraints, as well as the IK chain, but they remain the same size upon scaling.

I'm following along with Delano Athias' "Character Rigging for Production in 3ds Max", provided by Digital-Tutors.Upon closer inspection, the IK side of things also moves when rotating. Almost as if the swivel angle is changing (currently its parametres are wired to an arm Control)

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Maya Animation :: Rigging Cylinder To Bend In Arc?

Nov 28, 2010

So I'm trying to rig this arm to bend, but with more "bow" than "bend", if you get what i mean..

I thought I could create an IK handle, but at the moment it bends only at 1 joint. I would like it to bend further up the arm,in an arc shape.

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3ds Max Animation :: Rigging Lock Switch Of IPod

May 11, 2011

I've created a model of an iPod Nano fourth gen (wich is no where near perfect). This model has a lock switch as a seperate object. What I'd like to do is make a slider helper object and when I move it, the lock switch gradually goes from locked to unlocked. I don't know how I'd have to make this except for the fact that I'd probably have to use a script controller for the position of the switch and have the script work in the parent's (the iPod body) local coordinate system. But I don't have enough knowledge of MAXscript for that and maybe there's a diffrent approach.

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3ds Max Animation :: Rigging Two-axis Solar Panel

Jan 22, 2014

I'm a cartographer not a 3D modeler! However, I've been tasked with creating a simple animation of a two-axis solar PV panel as it tracks the sun across the sky during a single day. 
 
I've got everything modeled but don't understand how to constrain and establish the motion relationships - IK chains, rigging and such. See attached image for my needs. I believe I have the rotation pivot points established.

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3ds Max Animation :: Rigging A Weapon To Soldier Model?

Apr 1, 2011

Coming to my specific issue as hinted in the title above:

*I have 3DS Max 2011.

*I am working on a soldier model. The soldier has a rifle as his weapon. The soldier + weapon model, after animation, will be exported to a game engine.

*Some of the animations that the game needs are:
-Reloading the rifle from a standing position.
-Shouldering the rifle and firing from a standing position.
-Fixing the bayonet and stabbing forward.
Etc etc.

*The game needs several different soldier models (each with its unique uniforms). But the weapon for all the soldier models is the same rifle.

*Thus, it would be advantageous if I animate the soldier and the rifle together but export the animations to the game engine separately (i.e., the soldier animation separate from the rifle animation.) This way I can connect different soldiers with the same rifle in the game.

* I am done with the low poly models for both the soldier and the rifle.

*I have rigged the soldier model and skinned it. The walk cycle looks decent. I am using CAT by the way.

*Now the question is, how to connect the rifle to the soldier model so that it will be easy for me when it comes to exporting the animations.

*After going through a lot of posts here and YouTube videos, my vaugue thoughts are along the following lines:

-Create two dummy helper objects and attach them to the soldier's hands.
-Attach the rifle to the dummy objects.
-Animate the soldier. The rifle,through the dummy object linkages, will follow suit.

1* Does the above plan seem workable?

2* When connecting a dummy object to the soldier do I use a "Link Constraint" or an "Attachment Constraint"?

3* When connecting the rifle to a dummy object do I use a "Link Constraint" or an "Attachment Constraint"?

4* Once I am done with an animation ( say reloading) how do I split the combined soldier + rifle animation into two to be saved as soldier animation and rifle animation separately?

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3ds Max Animation :: Rigging Lattice Boom Crane

Oct 29, 2013

I am new to rigging! I have the hook working how i want, it is just getting the boom cable and arm to work that is giving me trouble (they create the triangle you can see in the images). I just need it so that if i rotate the arm then in pulls the cable, which in turn pulls the end of the boom, while keeping the other end of the boom fixed (the cable doesn't change length, it is always in tension). I have been messing around with IK solvers but i really don't have enough time to mess around with trial and error!

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Maya Animation :: Volume Preservation In Rigging?

Nov 13, 2010

What is Volume Preservation in Rigging.

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Maya Animation :: 2013 - Joint Tool Bone Radius Won't Change?

Aug 13, 2012

I am trying to rig a character, and when I place the bones with the joint toot they are very small. So I went into the tool settings and upsized the radius for all of the types of bones. But then when I go to make the bone again it is still the same small size.

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3ds Max Animation :: Rigging Upper And Lower Sections Of A Monitor Arm

May 20, 2013

As you can see on the attached image, I've got a Monitor on a movable arm that is fixed at the opposite end. I am having trouble rigging a section of the arm (shown as 'arm 2'). The problem I'm having is that the handle moves the arm around, but in order to move the arm up/down the two sections of arm 2 pivots in 4 places.

I have a bone structure through the upper section, which works. But when I try to put a bone through the lower section as well, the upper link breaks or the handle wont rotate properly.

So effectively I am trying to split the rig like this -=-.

Any clue how I can do this, or is there a better way of doing this?

3DS Max 2014 x 64.
Windows 7 Pro 64-Bit, 2 x Intel Xeon 2.93GHz, NVIDIA Quadro 4000, 24GB Ram.

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3ds Max Animation :: Rigging And Skinning A Game Character In Pieces?

Nov 28, 2011

I'm wanting to know the best way to make different game outfits for a character. I want to be able to switch out between a couple different torsos and still have the same head model and rigging with animations still working.

I'm not sure if this is the best way or not but I detached a cylinder into two separate pieces.

Then I skinned and weight painted one half of the cylinder, weight painting the seam 50% to both bones and decreased that amount as I went father away from the seam. Then doing the same thing to the other half of the cylinder.

For example if this was the game character I would detach his arms, legs, and head from his torso and do the same thing I did with the cylinder.

I've included a link to a video of the cylinder bending.

[URL]

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Maya Animation :: Train Or Tractor Trailer Rigging?

Feb 9, 2012

I need to rig two objects together that follow one another the same way a train car or truck-trailer rig would. I've Googled for days and have tried several different constraint and skeleton options but haven;t been able to figure this out yet.

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