3ds Max Animation :: Getting Values After Constraint?
Nov 24, 2011
is there a way to show and use the transformation and rotation values of an object after using an path constraint e.g., without using another EulerXYZ in the stack? I know, i could use an ExposeTM, but i'd like to avoid this.
So i started making my own rig and at the end when i was testing my clavicles i realized they dont move the bones so i went back to try and fix them by attaching the bone to the control using orientation constraint but because i already finished the rig, the constraint does nothing. Is there a way around this? I really dont want to start all over again.
I know how to use Link Constraint but I've yet to find anything on linking an object to the biped mid animation. I have a world link and the link constraint applied to the weapon but I can't get the arm to move to continue the animation. It's like the arm is stuck. I know it probably pertains to the World Link but don't know how I should handle this.
How to stop an object from flipping along a Path Constraint. I have a pflow source traveling along a circle path. Half way along the path it flips shooting the particles the other direction.
i'm trying to generate a path constraint for text to create a Pf source to highlight the perimeter of the text. i have fused the text vertices together to generate a continuous path. however, when constraining the Pf source to the path it only follows one letter. any assistance would be grateful
I have problem with animating camera along a spline using path constraint. The spline has been spline normalized before added to the path constraint. Then I add besier floating to be able to slow down the camera.
The final camera seems to move not smoothly. This can notice especially when the camera are further away from the origin (0,0).
Some says it's because of Max's coordinates is not fine enough which can clearly proved when import autocad file which located very far from the origin into max and most vertex will be shifted from where it should be in Autocad.
The basic premise is that I've built a grid of 100x100 tiles and aim constrained them to a locator. Now I'm wondering if I could somehow attach an "area of effect" to the locator so that only the closest tiles aim at the locator and the rest lay unchanged?
When I record an animation in .avi using the Drive Constraint command here's what pops :
-The codec you selected to compress this AVI video stream cannot handle the current screen color depth and/or the graphics frame size. Please try another codec.
-Then I press OK and it records but the AVI file is empty and no video is watchable.
What can I do?
I'm using Autodesk Inventor 2012 ans a windows 7 64bit brand new computer with Nvidia graphic card.
I am trying to get the hand to write with a pencil. I pose the hand and fingers holding the pencil and constrain (parent constraint with offset) the pencil to the hand's wrist controller and freeze the pencil's translation attributes. When moving the wrist controller creating key frames or translating in the UI, the pencil does not follow the hand/fingers. There seems to be an offset with the pencil that get worse the farther I translate or rotate the wrist controller. I tried doing the same with just the fingers and getting the same result.
I am having an issue with transferring my attributes from one object to another, the transfer works, but not 100% - the animation is taking place in the wrong translation, but the translation match in the channel box. It didn't take the place of the old object, it went off beside it.
I attached a picture, the purple ball which is on the gray plane is the one I need to replace, the ball out off of the gray plane is the one I need to be in the purple balls place.
I am designing a vertical axis wind turbine just for some practice (just started using Inventor) and everything was going smoothly until I tried to "animate" it spinning. First, I set up a work plane that goes through the center of the structure, and then I clicked angle constraint "explicit reference vector." After watching several youtube videos, I figured that I should click on the work plane, click on another reference point, and then click another point that would be orthogonal to those two (right?). Well after I choose the first point, Inventor will only allow me to choose the center axis as the second option (which I think should be the third option).
I have an attribute blocks and this att block has two tag values , is there a simple code for to change 1st tag values automaticly according to 2nd values ?
for example :
1st tag (50x50) - 2nd tag ( 100 ) ==> 50x50-100
if i enter 201 valuse to 2nd tag then 1 st tag has to change as 100x100
if i enter 501 valuse to 2nd tag then 1 st tag has to change as 150x510
I'm trying to show, using the eyedropper tool, the actual values of pixels in an 8-bit grayscale image (Mode command confirms that's what's there). In the Info panel, the eyedropper tool displays percentages for every type of color information (K, CMYK), while the "8-bit" field remains blank.
Is there a way to have no layer value set for the description keys. I set all the layers, and now I realize I'd rather set this to no layers (boxes are all unchecked). I'd rather see no value under the layer column, but there doesn't seem like a way to set this.
Can AUTOCAD sum values that are entered as text values? Attached is a table text whose right final values should be all sumed up? Is this possible inside AUTOCAD?
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?
In 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.
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.
I'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 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.
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.
I 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?
In my line of work, the constraints are fantastic. I do use them a lot for the design and drafting.But, somehow, they are slightly buggy. I wanted to know if there is something I can do to make them better.The problems are:
1- Sometimes I can't add a constraint that I KNOW will not overconstraint and that CAN be added. This happens for all the constraints types. For example, sometimes I have one big block with the plot plan of the factory and I want to make a constraint of one other smaller block (an equipment, for example). The constraint is a simple coincident. The plotplan has several objects constrained to it (blocks, lines, etc.) but the smaller equipment block has no constraint whatsoever. Why doesn't it work?
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
translate facial motion capturing data (basically 2d point clouds) to blendshape weights. I finished rigging my character and wanted to drive my blendshapes by the relative position of my tracking data, e.g. distance between corners of the mouth drive the "wide" blendshape and so on...
Hope YOU know a solution for this, I believe blendshapes are THE way to create realism in tracked animation but I was not able to find ANY reference to something like that. I'd like it to be customizable and not to expensive, so the imagemetrics faceware service won't do for me
How come baking some part of animation in graph editor deletes everything before and after the part i bake and how can i bake that part while leaving the rest untouched?
I have a character with animation. Another character is the same(same bones, meshes), but with no animation, 100 times larger in size and I resize the head to make the head looks slimmer. They are saved in different fbx files and I imported them into mb scenes. I select the root bone and "select hierarchy", the export options is shown below. Then select in the same way in the larger character's scene, the importer options is shown below. THE PROBLEM is: after I import the atom, the character becomes shrinked to the same size as the former one and the ratio of head becomes the same as the former one too.