3ds Max Animation :: Exporting Animation And Skin Data
May 6, 2011
A: Can I export skinning information from one mesh to another. I have two identical versions of the character except I forgot to weld some verts on the model before skinning. Can I weld the verts and then export > import the skinning data? If so how?
B: I have someone working on some animation for me in CAT, I have since made some minor changes to the CAT rig (increased width of chest bones, that is all). I also changed all the skinning. Is it possible to export the animation data and load it onto an almost identical CAT rig? If so how?
I have max 2011 an 2012.
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Mar 5, 2011
I was trying to export some mesh from 3ds Max 2011 to Maya,which was animated using "Parametric Deformers". Now the problem is that animation data is not coming into maya rest of everything is getting ported exactly.
Will FBX exporter supports "Parametric Deformers"like wave or ripple,etc. animation data to export? Is there any other way to do so.
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Aug 31, 2011
I'm currently trying to set up bones in my character. What are some good resources for fixing skin weights, painting skin weights, and other weighting techniques. My problem is that when i bend a finger it squishes too much at the inside of the joint.
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Nov 21, 2012
How do I access Onion Skin from the FRAME timeline. It only seems available on the other time line.
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Feb 1, 2012
Is it at all a good idea to go about to skin multiple objects for your character?...or is it better to make it a single mesh?
if its practicable whats are the "things to do" to go about it in the right direction. ..instanced skin modifier? OR unique skin for each objects?
does it make any difference if i attach the objects? or keeping them separate as far as instanced skin modifier is concerned? (not making single mesh by welding vertices)
specifically speaking about the character i am working on ...it has:
a. head mesh
b. a scarf mesh
c. hand mesh (till their elbows)
d. body/ trenchcoat mesh
e. trousers
f. shoes mesh
g. shoelaces and eyehole rings mesh
NOTE:
i at least need the trenchcoat to be a seperate mesh as i want to apply APEX on it later. (the APEX tut on youtube indicates the trenchcoat is a seperate mesh.)
PROBLEM:
i tried to use a instanced skin modifier, however the scarf head and trenchcoat and the head where they should be together gets messed up when i check with some basic check poses.
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Oct 21, 2012
I've migrated from Maya to 3ds Max for character animation and was wondering - When I apply a skin modifier then go to 'Edit envelopes' - is there an equivalent to maya's artisan interface? i.e. Can I paint weights with a brush rather than vertex by vertex or entering numbers?
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Jun 18, 2013
I want to just bend the legs on a deer so I put some bones in, and added a skin modifier. I am having trouble with some vertices being affected above the leg joint. I can't seem to select them to change the weights. I have checked off "select Vertices" on the top area of the modifiy panel. I've posted an image below where you can see my problem of the bottom of the belly being affected by the leg.
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May 15, 2013
I tried to join the skeleton with skin but I can not. I selected the entire group by outliner.
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May 5, 2011
I am currently trying to bind the skin for a character using a rig created from a Digital Tutors Tutorial. The rig I've build seems to be working fine however when I created the smooth skin bind the thighs collapse when the leg is raised. I've tried fixing it using the interactive skin weight tool but it doesn't seem to make any difference. i have included pictures of a quick render as well as the weight influence of the knee and hip joints.
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Mar 11, 2013
couple of days ago i finished rigging, positionned my character in a nice pose for a render then closed maya. Foward a couple of days, now when i move my rig the character is not following it, he stays in the same pose as he was like if he was frozen.
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Aug 1, 2011
We're having issues saving and importing skin weights, and mirroring these weights on our character meshes because our characters have some geometry that has been combined into their mesh (like eyebrows, fake spikey hair, eyelashes, etc)
Maya seems to take the UV's for all the combined meshes and stack layer them into the 0-1 space in the UV editor. When we save skin weights for the main mesh, the weighting maps are all messed up and useless for importing because they are based on UV's that are supposed to be clean and dedicated only to the main mesh.
how to save weights and mirror weights for meshes like ours?
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May 5, 2012
Got this low-poly model here. I created some bones for it and inserted them into the mesh. But when I use the Skin Modifier into it, and use the 'add' button under "Parameters". No bones appear in the list?
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Nov 11, 2013
I have a single-mesh model, pre-rigged and textured. I am trying to export it into a format which has a bone-limit of 59 bones per mesh. This model, however, has over 100 bones.
I'm really not very good at doing rigging from scratch; someone else rigged this for me. I need to split up the mesh, so the model meets the less-than-59-bones-per-mesh rule.
Is there a way to do this without destroying the skin modifier, and having to re-skin the whole thing? I'd like it to end up as several meshes, which all work as one in terms of rigging.
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Mar 17, 2011
Skin modifer, skelleton has moved outside the mesh.
I flick the light on and off on skin modifier, when its off the skelleton fits the model perfectly and when it,s on the hand and arm has been liftet outside the skel.
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Nov 16, 2011
I created a rig in MAX 32bit but recently loaded 64 bit MAX but now when I choose the skin modifier/edit envelopes, I cannot choose bones to edit. The interface just flashes and I am not able to select verts on the mesh. I had originally used the weight tool to change the weights of each vert on the mesh, now it doesn't work at all.
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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
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Mar 28, 2013
I'm trying to use the same interactive skin capsules for multiple characters. Because the characters have different geometry I can't simply copy the weights. Is there some way to copy the capsules used for interactive skinning to a new model?
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Apr 4, 2012
Like in title, when I apply blendshapes to mesh with skincluster, I cannot paint weights anymore. It sais:
"maya expected a skin cluster deformer or a deformed shape. Found *.*blends instead".
I tried both, applying skin cluster first and blends first. I know for input graph (there are no issue).
There was no such problem with Maya 2011. I use Setup machine for the rig.
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Nov 22, 2013
What I'm attempting to do is export a Skin and Morph based rig to test out in Unity. The bone and morph targets come into Unity but the actual morph animation didn't. I checked the controllers responsible and it appears that the curves driven by the Reaction Manager don't get baked when exporting to .fbx.
Now I suppose I can bake them myself to something .fbx understands before export but I can't seem to find a way to simply take the animation curves for the morph channels and bake it down.
I really would like to get Morph Targets working in Unity but this silly problem is preventing me from doing so.
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Sep 18, 2013
I'm pretty new to the whole rigging and skinning process, so in order to skin my model I've used the Interactive Skin Bind Tool (Skin>Bind Skin>Interactive Skin Bind Tool) which so far hasn't caused any problems. But when I started to modify the weighting on the geometry it appeared that the weights are reversed meaning that when using the Interactive Skin Bind Tool (Skin>Edit Smooth Skin>Interactive Skin Bind) on the left leg, I actually modify the weights on the right leg and vice versa (see image below).
(Btw, I'm using Maya2013 Students Version).
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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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Jul 21, 2011
I have problem with Paint Skin Weights Tool. Maya doesnt show colour feedback so when painting weights I am not able to see almost anything.
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Nov 10, 2011
Any way to do the skin conversion to muscle system WITHOUT converting every single joint to a polygon bone object. I'd prefer to manually create the muscle bone objects from only the joints I plan to use for the muscle system, and then do the skin conversion using only those joints already converted. Basically, I only need a few muscles in this system and therefore only need a few polygon bone objects, but as far I can tell, there is only one way to do the skin conversion and it automatically converts every joint that the skin is attached to.
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Feb 21, 2014
I have bought a pistol model and am having issues importing it's anims from Max into UDK.When in the max the pistol looks fine: When I emport as FBX and then import into UDK the pistol looks like this:
This is because it is showing just as the editable poly. Looks the same in Max when i view the editable polyI can create the animations i need in max fine. My trouble is when I import the FBX animations into UDK, they don't seem to play at all after I've added them to my anim group for the skeletal mesh. I animated lots of characters and animals and exported into UDK fine. Are there some special export settings I need for a model like this pistol?
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Oct 26, 2013
Im having issues when exporting an animation. I have set the time i want each layer displayed in the edit layer attributes section and entering a ms value. When i select layers, animation. play animation its perfect.
However. when i export it takes the values from that screen in preference over my specified values in each layer attribute. Explain the items in the export animation export window for me .
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Jan 3, 2014
I have some experience using GIMP but I have just completed my first animation for my wedding invitation.
I have used GAP and am happy with the Playback and am ready to export to gif - something I have successfully done before in smaller images.
However, when I export to/save as gif, only the frame I have open at the time is exporting, not the whole animation. I have tried this on my two different systems - using GIMP 2.8.6 on Windows and 2.8.12 (I think) on Ubuntu but I am still stuck.
I'm not sure what information is relevant but I believe my frames are named correctly (000001.xcf - 000268.xcf) and as I said, the playback is working exactly as I want it to. Just not the gif!
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Feb 12, 2014
I am trying to export a rigged character mesh (with clothes and shoe meshes too) using fbx so that i can put the character into UDK. Max wouldn't do it at first. (exporting all the meshes with the textures) that is, it did do the fbx file but udk would always crach importing it.
Then i managed to export the meshes seperatly and udk would import them with the textures moslty ok. But.... then max would not export the animations correctly. it totally ignores the 'range' you specify when doing the export. UDK would import them but they were the wrong lengths because of what max exports. i had to go into max and delete the frames and keys of the animations i did not want exported. that worked. obviously i had to do that for all of my animation sequences.
Now. once i figured out that max would only export animations that way i thought 'a-ha, now i can try exporting the character mesh with the clothes and shoes and rig with the textures. but max won't do it. i even tried to just do the body mesh with the rig as i did before (she runs around naked in udk) but now max won't even export an fbx file that UDK recognises as having a skeletal mesh in it. UDK only sees a static mesh.
Do i need to re-install max? is that a hassle? or does it do a repaire?
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Jun 22, 2012
I just exported the animation rig option from Face Robot to dotxsi. When I try to import the dotxsi to a new Softimage scene there is no animation. What am I missing?
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Jul 21, 2011
I am trying to map the mocap data to my character. In order to do that, i thought i just have to label the joints for each character and retarget. but in maya 2012 i cannot find the re targeting menu. I just found out that there is something called HumanIK, which i am guessing that it is very new.
Is there a way to use the mocap data in visor and map it to my character in maya 2012? without using HumanIK characterization Tool? also can i use mocap data(skeleton) in visor as HumanIk character ?or it is two different thing?
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Mar 13, 2012
I've got a short animation that I'd like to export, mainly because it's faster to use the tween function than manually adjusting my picture and saving every frame manually. Anyway, it doesn't look like Photoshop allows you to save animations in the Targa format and keep the alpha layer that I need in each individual frame. How I might go about either exporting the animation and keeping the alpha layer, or finding some way to work around this without having to manually copy the alpha layer to each individual frame by hand after I export it?
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Oct 4, 2007
I've made an animation file in PS CS2. I need it to have an alpha channel, or just be transparent when I import it into my video editing program Final Cut Pro.
How do I do this in PS and how do I export it?
The file is a Lower Third - which will have titles written on it.
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