3ds Max Animation :: Can't Align Model As In Workarea After Rendered Movie
Apr 9, 2012
I have tried everything (almost) to try and align the working area to the rendered movie.
(Area around triangle watch for align shift) This is what it looks like in workspace:
This is after rendered inside movie same frame:
As you can see they are not the same. The same thing happens in viewport background too, and not just in environmental background.
how to fix and get pre render and post render match perfectly?
The movie I'm using for environmental map is in 1080p.
View 2 Replies
ADVERTISEMENT
Sep 5, 2013
Usinf 3ds Max 2014 x64, I have seleceted an OUTPUT size of w1920, h1080. the finished movie comes out w720, h480.
View 9 Replies
View Related
Jul 19, 2012
I bought the new Olympus TG-1 camera, and want to edit movies that I shoot so I downloaded trial of latest Video Studio Pro X5 to try it out. But I'm not satisfied with the quality of the rendered file. The result is not smooth. For example, I shot a short movie clip out of the window of a slow moving train. When I play the original file everything is nice and smooth, but when I import the file to Video Studio and render it (without doing anything to it, no effects or anything) the result is a stuttering movie - kind of like some frames are missing, or maybe duplicated... (Sound is just as it should, no problem there.)
Source file is .MOV (quick time) 24bits 1920x1080, 29.970 frames/sec according to file properties in Video Studio. Using GSpot i get the following: codec avc1, name H.264, 19641 kbps, 29.971 frames/sec
I've tried every format under "create video file" in Video Studio but the result is the same every time no matter what I do, although the option "Same as first video clip" is not available (it's dimmed when using clip shot with this camera). My system is PAL and I know that 29.97 fps is not PAL standard, but I also tried rendering custom format where the result was a 720x576 clip with 29.971fps (but kpbs is only 1024) but still the same stuttering movie.
View 3 Replies
View Related
May 29, 2011
I have always rendered my projects to DVD (mpeg) video files and then used those to 'create disk' (ie create movie).
I also thought that to prevent 'create' disk' from rendering again that all the attributes (constant or variable, kbs, audio compression) used during rendering must be the same as when creating disk.
Is there any benefit from creating a movie (for burning) using either method? Is it faster overall 'creating disk' using project files than rendering first? The reason I ask is that today it seemed to take 'forever' to 'create disk' using pre-rendered files.
I realise that you always see the warning that 'this action will take some time to render' but I thought that if all the attributes were the same that no rendering was done.
View 14 Replies
View Related
Dec 7, 2011
I want to know if it's possible to create an interactive rendered fly through of a model I've produced in MAX, the aim to provide our client with a model that they can look at from various angles to get an idea of it's construction!
I think I need to create a simple 'flight sim' type game is this possible?
View 1 Replies
View Related
Oct 26, 2005
I'm a poster of 3k on my jetski BB and I point this out to proove that I have dearched untill I was about to punch myself in the face from boredum.
I've yet to figure out how to make movies into gif animations in a nice clean way.
The way I've been doing it is by taking screen shots of a movie with a editing program and just compiling them into a gif with ImagReady but they are never smooth or nice looking because its a screen shot.
View 1 Replies
View Related
Aug 12, 2013
Any tips on smoothing out animation rendered at 24p? My sequence is 29.97. The shot is of two cars going across the screen and I'm trying to smooth out the stutter. From what I've read side to side motion is the not good for 24p as it really shows the stutter. I've tried various timewarp settings but nothing works. Do I need to have the cgi guys re render at 29.97 or 30fps or is there a technique for smoothing out the motion?
View 3 Replies
View Related
Mar 18, 2011
I am doing a rendering of a timeline with approx 1900 frames. I am using mental ray as my render engine. After the rendering runs its course, approx 20 hours, it completes with no problems. I open the saved avi file and the clip only captures the first say half of the rendered frames. I have done this 3 times now and for what should be approx a 60 sec clip i only get 36 sec.
View 4 Replies
View Related
Apr 12, 2012
I rendered an animation and saved it as .avi file. But the file size limit to 0.99 GB so only first few seconds of the animation was saved.
what I can do to increase the file size limit so the animation can be fully rendered and saved?
View 3 Replies
View Related
Apr 3, 2004
I was working in photoshop 7 one day and I had the Paint Bucket tool selected, and I don't remember what I did but all of a sudden the area behind where your image is (in full screen mode) turned the same color as my forground color. How can I change it back?!
View 2 Replies
View Related
Feb 13, 2012
how to align the model when ucs of diff. asm are done in diff ucs, aside from constraining the faces.
inv 2011
vault 2012
View 3 Replies
View Related
Jun 29, 2013
How to align a model to the origin, and NONE of them seem to be correct. I am using Inventor 2013. I tried the move body command, however there is no part of the dialog box that lets me choose a face or plane to align to.
What to do when you import a model that is not aligned to the origin?
View 9 Replies
View Related
Apr 17, 2013
I am trying to align my model to my image plane. I marquee select the vertices but only the one in the front selects I have checked Back face culling and soft selections and made sure that they are not on but it is still not working.
View 2 Replies
View Related
Apr 13, 2012
I am currently trying to rig this character in 2012 3ds max. I've done this plenty of times. I cannot seem to grab the IK chain for the heel. I am trying to align the point dummy to the heel.
View 2 Replies
View Related
Feb 21, 2014
I am trying to do so my animation stage is align center. The problem is that the width of my animation is 1900px and I want to align center and overflow-x:hidden.
View 8 Replies
View Related
Jul 8, 2013
My part is at an arbitrary angle relative to one of the planes and i cannot align the view in a drawing to be horizontal.I try to make a view, in the part file, in which the model will be horizontal, but there isn't any precise input for views.
I used the Look At tool to look at one face and all i need now is to rotate the view 90 degrees round one axis, but when i touch the line of the compass in the Constrained Orbit command the view jumps back to some position.
View 2 Replies
View Related
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.
View 1 Replies
View Related
Mar 7, 2012
how to do an animation of a walk-around or fly by of a model?
View 1 Replies
View Related
Jul 22, 2011
why my facial control rig is not updating my character morph targets in real time? I would have to go into the modifier in order to see changes after clicking the slider. I used both the reaction manager method and the wired parameters but neither is working.
View 2 Replies
View Related
Jul 21, 2011
I'm supposed to model from scratch or find a pre-rigged model for some animation. I found a free rigged dog model for Maya [URL] .... that will fit my story perfectly, but I want to be able to change some of the geometry of the model, like modifying the ears and tail. But I can't seem to figure out how to do that! I'm able to select parts of the dog and move it around, but I don't know how to actually change the model itself. And if I do so, will it mess up the rigging? How do I go about editing this model?
View 4 Replies
View Related
Dec 5, 2010
I am currently making a dragon and want to drive the animation of the wing membrane with nCloth dynamics.I have seen examples of this being done, I just can't figure it out.
View 1 Replies
View Related
Oct 30, 2011
I have some trouble with my models in Maya 2012.
When I've done the skin-binding, and want to add the weigtpaint, sometimes out of nowhere, my model desides to stretch. I can try to fix it with weightpaint or unbind it and bind it again, but it keeps on doing it. Also, when I'm animating my model it sometimes happens.
I scroll in the timeslider to see how my animation is working, and all of a sudden it appears and no turning back with Ctrl+Z... Also, adjusting the weightpaint doesn't work.
Also when I'm animating, the keys I've set jump away. I have to key the whole skeleton, then it will stay in the position I chose it to be. I don't think that's what they want you to do, because it takes so much time... I've had this with several models now (all made in 2012) and several files. Though a model created in 2011 and rigged and bound in 2012 works perfectly...
I'm not sure if I'm doing something wrong or that my files are damaged somehow or maybe something else... But I never had problems like this in the earlier versions...
View 1 Replies
View Related
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?
View 6 Replies
View Related
Aug 12, 2011
I just rigged a model of mine and even added controls to certain parts of it. The problem is that I do not know how to bind the joints to the model. Every time I attempt it I get an error message. What is the best way to attach a joint with controls to a model?
View 3 Replies
View Related
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
View 2 Replies
View Related
Sep 1, 2011
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.
View 2 Replies
View Related
Oct 19, 2010
is it possible to transfer rigged joints to another model without causing problems
View 1 Replies
View Related
May 9, 2011
I have recently downloaded 3ds max for Architectural fly through animations and to create construction sequence animations. I will not be modelling any designs in Max as I already use either sketch up or revit and plan on importing those models in to max. I have looked at a few tutorials here about importing into 3ds max which have been very useful but I would like more info/tips on how to keep model sizes down etc when importing e.g material usage, avoiding importing unnecessary elements especially from revit and how to set up models for quick rendering times when creating building animations. I know your computer specs are a big factor but sadly I cannot afford a high spec machine at the moment and I have to improvise.
View 1 Replies
View Related
Jan 21, 2013
So I hired a character rigger to rig a model for me, but now I need to update the model. Since it's a more stylized character, I thought that I could get away with a single polysphere for each eye. Now however, I've decided that in order to improve the look of the eyes I'll need to compose it of separate pieces (cornea, iris, pupil).
Here's what I had planned on doing:
1. Change the material attributes on the polysphere to be shiny/more transparent and use it as the cornea
2. Then constrain/parent the iris and pupil to the polyspheres so that they follow properly as the eye moves
I thought that this would be a good way of updating the eye without really messing with the rig, but I haven't been able to get it to work.
My questions are:
1. What's the best way to add the new pieces to the rig so that the eyes continue to function properly and how do I do it?
2. There's another method that I found online for procedurally texturing eyes that works quite well, but it requires the use of nurbsspheres. If I follow this method instead, what's the best way (if different from question #1) to either constrain the nurbsspheres to the polyspheres, or to completely replace them in the rig?
I've sent an e-mail to my rigger requesting these changes, but I was just curious for everybody's input for personal learning purposes.
View 2 Replies
View Related
Apr 30, 2013
Occasionally paragraph allignment works opposite for left & right align, usually on Illustrator documents with Russian type.
In additon on center align text I set my cursor to input a period at the end of a sentence, and the period instead gets added to the beginning.
In character palette language is set to English USA, this is point text.
I created a new point text and this is happening, if I paste text from another document alignment works fine, font is Arial black but happens with all fonts.
View 13 Replies
View Related
Apr 20, 2011
I have an issue with the skin morph modifier. I have morphed the bend in the knee and fixed the crease behind the knee on the left leg. When I tried to mirror it over to the right leg, it goes crazy. I found out that the morph preview verts on the left leg are not staying on the model as the should be when I bend the knee. The model is perfectly symmetrical so the offset doesn't need to be changed and the mirror threshold doesn't seem to be doing anything to work.
skinMorph1: Both leg straight
skinMorph2: left leg bent with verts off of the model
skinMorph3: right leg bent with mirrored verts from left leg
View 5 Replies
View Related