3ds Max Animation :: Facial Controls Not Updating Model
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.
wondering how to implement the many facial expressions from facegen to 3ds max to use as morph targets for facial animation. fairly new to max animation.
I want to rig a face for animating. (not for a game). and I can't figure out which is better and why: having all joints, and those joints driving parts of the face.. or just making blend shapes for all expressions like smile, angry, sad etc....
I know blend shapes won't work for games, but I'm planning to do mmo's anyways so I'll never need a complicated joint setup for faces... but as far as film, what works better?
I am working on (yet another) minecraft character rig xD
So i have set up a facial control panel, using blend shapes and driven keys, but i need it to follow my character. If i parent it to the head, i doesn't follow when i grab the skeleton and move the character around, and if i bind it to the neck joint, i am not able to use the control panel, because the movement of the controls are locked, since they're binded to a joint.
Just started looking at Mayas human IK rig system and initial thoughts are thats it looks quite good. Thats until I created the controls for the rig!
I've previously rigged many characters before (just basic rigs) from scratch and also used some of the free auto rigs thats are around on the net so I know the basic stuff but I'm no expert. But as any rigger will tell you its always best to keep you rig clean and tidy and all controls to be zeroed out at bindpose. This make things easy all round especially when animating.
So going back to creating the controls for the HumanIK when you look in the channel box there are values in some translates and rotates!
I'm looking to import a rig into a maya scene but every time I do the skeleton joints appear and it's hard to click on the controls. I have opened up the rig file and it's completely fine with no skeleton showing. Why is this happening?
As this software continues to change it's behavior of function over nite. I am assuming due to new updates in inventor. I can no longer get my drawing to update per changes made to the model. This started about 2 weeks ago.
Change are completed perfectly, I open the drawing and it still has the old model represented. When I right on the view and open the model. Model contains all of my changes, but the drawing does not seem to care or notice that changes have been made and saved. I even closed inventor and reopened.
Even though I'm paid by the hour I really do not want to delete all views and start all over.
So the only answer is to delete all views replace them re dimension them and of course add any time consuming sketches.
10-15 minutes change now is going to take 3 hours. WHY can't autodesk make a stable piece of software?
I have a .iam and .idw that i copied/designed from vault. The .idw has a sketched symbol that has a text box with the mass property. When update mass is applied the mass property in the text box does not. I ran into this once before and got it to work by re-inserting the symbol into the .idw but I can't get it to work. The orginal that was copied from works fine.
I am having an issue with my template that I created from an old drawing: the quick view layout thumbnail still shows the old drawing in model space. All of the paper space thumbnails update themselves as I work, however model space does not. It shows the old drawing both when I hover over the model space tab, and also when I pull up all of my quick view layouts. I am using AutoCAD 2009
I'm using Inventor 2011 and when I go to change parameters using iLogic in an assembly model, (sometimes it is a component suppression, other times it is an iPart component change) it won't update the associated drawing file. I need to go into the BOM on the drawing and renumber the balloons, or change something else in order for the custom iProperties to update in the drawing template. If I just change the iPart component, then the BOM doesn't need to update making the renumbering of balloons redundant.
I'm using iLogic to update all of the iProperties and component references, then reattach balloons. What I would like to do is automatically update the custom iProperties drawing template fields, and renumber the drawing BOM.
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.
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?
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.
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...
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?
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?
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
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.
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.
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.
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
We have an animal character mesh for the body and head together, there's not a good place to separate the head for blendshapes without showing an obvious seam.
Is there a way to just copy over the polygons for only the head to model into blendshapes? I don't want the entire mesh to copy over for blendshapes - I'm concerned that making so many blendshapes from the entire mesh would take up a lot of memory and resources.
I am almost done with my model. He is in a naked state for the sake of making sure the anatomy is correct. I am preparing to rig, texture, and animate him. I plan on modeling the shirt and pants separate and use Maya's nCloth for those. I have also modeled glasses that are a completely separate mesh that will need to follow every movement of the head of my model.
Here is my issue, I am puzzled on how to model my shoes and socks.
1) Should i model them as part of the legs to eliminate further animation? 2) Should I model thee shoes and socks separate from the legs?
way to form a hierarchy where i can model everything individually and then make the main body rig a parent to everything secondary (shoes, socks, glasses, etc...)?
Query on rigging, more to do on skinning. If my uv is a multi uv layout (0-1, 1-2 and so on) for a model then I am able to get the maximum size of texture for each part of the model.
When I take this to rigging then the model gets a default bind skin properly.However when we try to paint skin weights it starts behaving erratic after some time.I feel this could be due to the multi uv set feature.Is there a solution to work around this?