3ds Max Animation :: Curve / Twisting Footsteps
Aug 23, 2013I thought there was a way that you could select all the footsteps in biped and rotate them so that they all curved around exponentially.
Like twist links mode. Did I imagine this?
I thought there was a way that you could select all the footsteps in biped and rotate them so that they all curved around exponentially.
Like twist links mode. Did I imagine this?
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
i need to do a loop animation of several stripes that starts at lets say 2units distance from each other, they separate slowly and by the end they have 15units separation, my problem is that each stripe is a separate object, so i offset their keyframes, but when i want to tweak the keys on curve editor they dont apply to the other copies. Any other way to do this simpler?
quick example on the image attached, real application on the video, video shows the animation(rendered sequential images of 1 loop then applied as texture) but with linear speed, so constant separation, i need to apply the above here, these dont only move on the X axis but on the Y aswell, while keeping the symmetry fixed on the center.
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The reaction manager is an extremely cumbersome way to map one parameter to another, especially if you want a precisely defined mapping curve.
In Cinema4D (a program I'm learning at the moment) there is a range mapper node that can use a spline as mapping curve to map an input parameter to an output parameter.
Is there a way in Max to map one parameter to another using a precisely defined curve?
3D Studio DOS to 3ds Max 2010
Windows XP 64
NVidia Quadro FX 3700
Dual Quad Xeon, 6Gb Ram
So i've rigged some characters for a school project. Now when I start animating it's fine, but when I've animated a bit (3-4 key poses) and I want to adjust things in the curve editor, the curve editor is really slow. Can take up to 3 min to adjust a block of keys.
Now the scene it self is running ok, and I'm using proxy meshes to get more speed, so I guess the problem is in the rig. Is there any way to trouble-shoot my rig, and optimize it to gain more speed?
I am trying to hook some nodes of a curve to other objects. Looks like Spline IK Control modifier is a best thing for that and works great.
My only problem is that when I need to make a copy ( not instanced) of the whole curve and hooked objects the curve unhooks of those objects and switches to it's original shape.
For example I need to make a group of telegraph posts connected by wires and then copy that whole group to another place,. All the wires turns into a mess.
Is there anything I am missing? I am accustomed to use similar "hook" approach in Blender and curves stay intact there. Should I use some other way in 3dsmax?
I've got a Locator attached to a Curve with a Motion Path - the Motion Path is animated so the Locator moves nicely along the Curve. I now want to swap the original Curve with a new one and have the Locator follow it instead.
Is there a way to simply switch curves and tell the Motion Path to use a new Curve while keeping the animated keys in the Motion Path node?
I've tried playing around with the connection editor but cant manage to connect the new Curve to the Motion Path nodes "geometryPath"
I am current animating a car along a path (a curve).
In order to have the front wheels turning left or right with the path, how can I get the angle of the curve at the u position I am at ?
I occasionally have the ACE become inaccessible at the bottom of the GUI. Can still get it on "F5" but no editorial buttons. How to get it back without restarting.
View 3 Replies View RelatedI know in max its possible to bake out a spline using an animated objects keys. Is something similar possible in Maya?
View 2 Replies View RelatedHow can I make a curve's end points constrain to objects in order to create a "theta" angle line that changes dynamically when the angle between the two objects changes?
I thought they answer may have lay in creating the curve using Maya's new Bezier Curve tool, then using the Rivet plug-in from CreativeCrash to pin it to the middle of two poly cylinders (the "x" and "y" axis.) Unfortunately this doesn't work; the Script editor spits back "is not a vertex!". Either I'm not using Rivet correctly or the end points of a Bezier Curve in Maya are not the same as a CV Curve. But perhaps I'm going about this the wrong way entirely.. I ultimately would wish to extrude geometry about this curve to create a dynamically changing curved cylinder to visualize the angle. It seems like it should be a relatively simple thing to do...
I'm trying to animate a simple character's neck growing along a bendy curve. The head and shoulders need to be fixed at either end of the curve. It would be great if I could avoid ugly texture stretching too.
View 2 Replies View RelatedMy Animation Graph Editor is only showing one animation curve (for one attribute) at a time after I have set multiple keyframes for the character set and various attributes. I select multiple attributes, and hit View-Frame All, and it only shows the top attribute of the selected attributes as one curve.
View 2 Replies View RelatedI am doing some animations involving sine waves, and I can make an expression that controls the translation of an object such that it travels along the path of a sine wave, but I can't figure out how to dynamically create an editable sine wave curve.
Is there a way to have Maya generate a curve based upon the path that an object travels upon?
For instance I have a sphere that is moving along the X axis with time, and also moving up and down on the Z axis back and forth. I would like to make an editable curve object of this path of motion.
I can see in Maya 2012 we will have motion trails where we can see the actual path an object is moving along, and that we will be able to interact with this path to alter the animation, but what if we could take that path and make it an actual curve or NURBS object?
I have a picture of a chain, I was wondering if it is possible to twist the chain into an '&' symbol......
View 3 Replies View RelatedMy issue right now that I can't seem to find an answer to is it seems that when a certain engineer in my office opens a drawing at her computer and saves it, the drawing is slightly "twisted" i guess you could say.
I have a fix to this issue, for example, I use DVIEW and change the points to 0,0,0 and 0,0,1. Which works just fine and fixes it. But for some strange reason it seems like after she opens the file and saves it, the target point usually ends up as something like 1.35454,2.5664721,0.0000076 And I know that the last coordinate is what causes the problem.
I'm just curious if there may be a variable or something set on her computer that would keep causing that to happen when she opens a drawing so that I can set it back to default and eliminate the time spent on running the DVIEW command on every drawing that she opens.
I draw 3D curved handrail, mainly just rectangular because i import the geometry in to Alphacam and run tool paths down them, but i keep getting faced with the problem of the twisting of a solid when sweeping along a spline or a 3D poly!
View 9 Replies View RelatedI am trying to produce a sketch in 3D of a truncated pyramid, base 11 meters square and top 20 meters square. Its 80 meters high and I need to twist the top 45 degrees to create an iconic tower for a friend in Brazil.
Have drawn the pyramid but how can I twist the top and make the vertical lines follow?
I am animating with mocap and biped in Max. A character that is walking, the mocap I have is a straight line. Is there a way in the mixer to have the characters walk curve without having a clip of a curved walk?
View 1 Replies View RelatedI want to draw hyperbola curve whose equation is x^2/a^2 - y^2/b^2=1. May I use equation curve tool to make the above hyperbola.
I have also made a hyperbola curve of aforesaid equation through conventional method on mathematical ground in the past.
I have ran an analysis and SSA gave me Error 607 on the report. It says "Inlet A9 gutter capture curve is not a valid curve."
A couple things I did different from the video lectures...
I selected user define for the Tc to figure out Q. i computed those manually.
For the Inlets I have selected Maximum Capture Cutoff.
There are some inlets in this model I created that do not capture 100% of the flow so i created conveyance links to account for the bypass flow.Not sure why is not recognizing the Curve?
Why in LR4 is the Tone Curve default set to Custom with a contrast lowering curve? I would like the default to be linear, but I can't remember how I set that up in LR3.
View 5 Replies View RelatedCan I create A B-Spline curve and a NURBS curve in the Adobe Illustrator?
If yes, how to do it?
Also, how to create a breakpoint, that will add a new control point, on a curve, in Adobe Illustrator?
I have rigged a character and made it into a character set in which i have locked the scaling attribute , I have then saved this file. I have then referenced this file and and have done a walk cycle animation and saved this file. I have then realised that I needed the scaling attribute when I have added other parts of my scene. Is there a way to unlock the scaling attribute in my walk cycle animation file or will i have to go back and change it in the rigged file, create a new character set and do the walk cycle animation again?
View 2 Replies View RelatedIn 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.
How do I remove the blues eye lines and text when creating a animation preview?
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My current scene has 10 animation layers for a character, and seeing every f-curve from all layers, although grey and locked, when I only need to see the f-curves in layer I'm working on is really cluttering the graph editor. My current work around is selecting my active layer in the Layer Editor every time I select a rig control. Simple enough, but a pretty inefficient way of working. I can't seem to find a setting that allows me to just see ONLY the fcurves in the active layer. I imagine some of you out there may have hundreds of animations for a single game character.
View 4 Replies View RelatedI'm trying to animate a moving rope based on simulation data. I know how to import my motion data for individual objects.I've seen lots of tutorials where one uses simulations or soft bodies with IK in order to create a rope. how to use all these features and I want the rope to follow my coordinates exactly. I was hoping I could do something like the following:
1. create points in Maya which correspond to my data points
2. connect the points with a curve
3. loft a circle using the curve as a path in order to make a rope
4. move the points. due to History, the rope position is updated
Is there a way to do something like this in Maya? I've tried, and it looks like ep points do not have key-able channel data, so I can't create animations for them separately. I'm using .mov data file imports to generate x, y, and z motion keys for the points.
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.
View 2 Replies View RelatedI have an assignment for a class where part of the final project is detailing the construction of a mold for a part. The animation that I would like to do would show the build up of the part in a 3D printer layer by layer. The closest method of animating this that I can think of is unfortunately backwards.
As I would have the part and a camera facing up from the bottom of the part and would have a plane that would recede upwards in the y direction. This would reveal the part as the plane translates in the y direction.
This might be okay, but the problem is that I would like to show this from a camera on top facing down instead of a camera on bottom facing up. How I can create the look of a part being built up in this additive method?
I am trying to add an expression to the standard Mudbox car to make the wheels turn when the vehicle moves in both the X & Z dimension. I have found many scripts that let me do this in a single dimension. I have found some others that claim to work for both dimensions, but at certain angles the wheels turn in the wrong direction.
My work flow is as follows:
1 - Export car from Mudbox to Maya
2 - Separate the wheels & center pivot all items
3 - Add NurbsCurves to create a rig
4 - Parenting the elements of the car
5 - Add an expression based on this web post [URL].......
6 - Test the animation
It works great when translating the car in the Z axis, but when the car is rotated 95 degrees in the Y axis the wheel will only go backwards no matter which direction the car is moved.
I have attached an MB (Maya 2013) so you can see the
problem.mudboxcar_maya_2plusexpression.mb.zip