3ds Max Animation :: How To Get Object To Follow Another Object
Feb 12, 2012
How can I get an object to follow another object as well as reorient when the parent is deformed? See the attached image. Here I have wrist band rigged by using the "Path Deform Binding" modifier. I want the metal part to follow it as well as reorient to the flat surface it sits on. Here I had to manually rotate the metal part which is tedious if I want to try several band states.
Once i set up a motion path for my object to follow, it sets the object to follow it over the entire timeline. what if i just want to object to start later on? I want it to raise up, hover over to the path, and then be attached to it.
I am trying to animate an object in sub-object mode, using set key, but can't get the keys to animate. In the 3dsMax Help Documentation, it says the following:
Using Set Key with Sub-Object Animation
When using Set Key with sub-object animation, you must first assign a controller before creating a key. Sub-objects do not have a default controller assigned upon creation. The controller is assigned by animating at the sub-object level.
To animate a vertex using Set Key:
Create an editable spline. Select a vertex. Turn on Set Key mode. Move the selected vertex. Click the Set Keys button.
Now a controller has been assigned to the vertex. From this point forward, you can animate.
I tried the above process with a line converted to an editable spline, and still can't get the keys to stick.
I'm trying to mirror an object (wipers). But i can't. Mirror tool not mirrors the animation, just the model, so when i play the animation on the mirrored object, it moves weirdly. Symmetry is nor an option. I'm not using bones or anything, just 3 objects, two with rotation, one with rotation and translation.
say objectA and objectB are both Parent constraining objectC. how would I remove the constraint of say, objectB? because in the outliner it only shows up as 1 constraint that has 2 W values.
I am new to 3DS and modeling in general. I am interested in getting into the programming end of game design and was hoping to get decent at working with animations in the process. I have downloaded tons of fantastic models/scenes, but all of them are single objects and that makes animation difficult. Primarily, I am working with biped models and need to be able to move their limbs independently and faces where I need features to be able to be moved simultaneously in different ways.
I have looked up tons of tutorials and have the concept of how to move independent objects through the time frame, but I have no clue how to take a single object, break down its components, and use them individually while still having them be linked. Again, I know how to make simple objects and join those objects at pivots, I just seem to be having trouble working backwards.
I tried working with the object as editable mesh and had trouble getting all of the wires into objects and maintaining any sort of realism in animation as things seemed to be willing to go all over the place (having done a bad job at attaching the mesh into good objects), is there a better way than clicking and dragging and hoping you go everything you needed without things you don't?. I was hoping there was a way place pivot joints within your model and then connect those pivot points with bones.
where I could get prefabbed scenes with models created specifically for animations. I could be missing something completely here, but there has to be a way to animate individual components of single objects, or else the purpose of having single object models is lost to me .
Is it possible to make an object, say a NurbsSphere to always be on top of the geometry in the viewport, like x-ray on joints. That way, I could use a small sphere in say the Elbow as a controller, and it could be inside the mesh but not hidden. Much like what you see here:
Im modeling the engine on the image attached so im doing an example for the rig, looks simple enough, the left one(second image) has the pivot of the box near the center, so if you rotate it all pistons follows, but the right one works by just moving the pivots on one side, so you rotate any of the red point dummy(on local so you see the only rotation allowed), im thinking this is how it works, since i doubt it has a ball joint on the center and that the pistons are just for decoration, now the 4 red point dummys are just linked to each other so if you rotate the last on the chain the rest will just stay on the air so i wont be able to rotate it on another direction.
How do you emulate this kind of movement? the idea is that the pistons on a side push so the box gets a rotation, the first solution uses pistons on both sides to get a rotation.
what if i animated the pistons instead so they "pull" the box? would i need a physics simulation for that? with links theres always an order so i really don't get how to make it have "multiple pivots".
If I have "dummies" 1 - 3 positions animated, is there a controller I could add to the curved object to rotate and position it in respect to the dummies? I guess the dummies are acting like motion capture points.
I'm looking for a way to make an object (in my case a kind of girder) slowly appear in animation. I mean that in first frame there is nothing visible and then frame by frame object grows untill it's visible completely. I thougt I could make it by cutting the girder into parts and then "fly" them one by one into position to create the final object. But is there any way to make it smooth, like gradient from nothing to whole?
Intel Core 2 Quad Q6600 2.4GHz 4GB RAM, Radeon HD 6870, DX 11, Space Navigator 3DS MAX 2012
Is there any way to hide an object for just one frame of animation? Actually, I want to hide it for several-- I'm doing renderings for a game, and at one point I want to render the character's hands without the object he's holding.
But when I hide an object, it hides everywhen. How can I say "this object doesn't appear between frames 17-30?"
I want to animate a cut-away of a house. Slice the corner off it so we can see into the rooms.
If I make the outer shell of the house as a single object, I could boolean it with a moving box to have the cutaway appear.
I'd rather build it from bricks, and have them disappear when my moving 'cutaway' box intersects them. It should leave a nice jagged brick-edged hole.
So - is there any way to have an object's visibility switch to 0 automatically if the object is contained in another (unrenderable) object?
(There are so many things I'd use this for. If you want lots of objects to appear in sequence, like a long row of dominoes, there's gotta be a quick way of having them pop into existence, rather than custom scripting or manually staggering keys in dope/track view)
I am trying to use it to do something for school. I imported a 3d object from a dwg file and there is a channel that curves along it cut into that. I want to move a cylinder in this channel. I cannot seem to find anything that will allow me to make a spline that mirrors the edge of the object or to constrain the cylinder to the object.
I am tracking points on a moving object, it doesn’t deform, it tracks nice. Using Matchmover. Back in Max, it sees it as a static object, and the camera is moving around it.
Any way to invert the animation between a camera and an object so the other one is the one that moves, but they retain the same relational animation? Did that make sense? Right now the object (represented by a Group of 3D tracked points) is still but the camera moves, I want this opposite, the camera is still but the tracked points move, and it looks the same through the camera.
i created a sphere that will control the rotation of the fingers. i align the sphere to the bone so it has the same angles. the bone angle is 0,0,0 but the sphere is (15, 10.23, 2)if i freeze the sphere, the angle get 0,0,0 but they get align with the world axis as X Y Z, how can i 0,0,0 and maintain the align rotation of the bone?
in Softimage there is something call set neutral pose, only change the angle displays to zero so the animator dont have a hard time.
I have a triangular shape that is against a thin surface. I need to move the pointed end around but I need for the wider end 'face selection' to stay put or be locked in space. The rig was made with bones and skin with constrain and look-at controllers on the bone and nub.
I've tried linking verts to point helpers with linked xform and I've tried every kind of contrasting I can find and I just can't get the result I need. My goal is to have the end faces lie on the thin purple wall and be perfectly locked to it so that when I move the point everything else follows but the faces against the wall to be rock solid.
You'll see me move the pointed end around. Then you'll see me select the faces on the end.
I have setup everything for my charecter painted weights, so im now ready to animate but now i watched that my charecters eyes are not attached...im a newbie so i've struggling here....i like to combine the eyes to face..i dont animate eyes..
I imported a character model that I downloaded off of the internet into maya, and I have run into a snag as I'm rigging, skin binding, etc. The model has a main body, but its armor is actually separate geometry. My problem is that the shoulder pads and leg armor are mirrored, so that when one moves, the other one does as well, which is a big problem when I want to animate the model. Is there a simple way to split the pieces up so that they are not mirroring each other? My guess is that they were originally created that way so that each side didn't have to be individually worked on.
I have an animated character from which at a certain point i need an object to be 'detached' from the character and animated on its own, problem is as soon as i want to manipulate that part of the character i get this gray manipulator tool that tells me nothing will move, should i give up my whole dream upon this? Maybe i should have visibility turned and switch to a duplicate up to that point in the timeline, problem is i havent been able to move a duplicate either so far, back to hell.
I have this minecraft rig which I downloaded from Shrogg2. I have added a few of my own features but wanted to add things to the facial rig. How the facial rig has been made but I have this plane which has stubble on it. I want it to be fixed in one location but follow the deformation of the jaw when it moves. The controller which is used to move the jaw down is already there, I just need to get it to deform this plane.
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.