3ds Max Animation :: Keyframe - Bone Twisting Gone Wrong

Jan 10, 2014

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

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3ds Max Animation :: Bone Wrong Length After Rigging?

Mar 1, 2014

I made and rigged some bones to animate a mech a modelled. However, after rigging I realised that one of the bones was too short, effectively making the 'thigh' pivot around an area lower than the 'hip'.
 
Is there a way of lengthening the bone, or do I have to delete it all and start again?

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3ds Max Animation :: Oxygen Mask - Constrain End Of Pipe Bone To Possibly Rib Cage Bone

May 4, 2011

I have a figure with an oxygen mask attached to his face and an air pipe leading from the mask to a tank on his chest. I've added bones coming from the head for the mask and pipe and I need to fix the bone at the end of the pipe to the tank so that when he moves his head the pipe flexs but the end doesn't move from the tank. Hopefully that is clear

Is there a way to constrain the end of the pipe bone to possibly the rib cage bone? So they move together? With the pipe being flexible in between.

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3ds Max Animation :: Curve / Twisting Footsteps

Aug 23, 2013

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? 

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Maya Animation :: Keyframe Scrubbing Undo?

Jan 29, 2011

Currently I used the < and > keys to scrub through my keyframes when animating. However maya seems to count this as an action, so when I hit undo, maya also goes through all the times I pressed the < and > keys too. Is there a way I can use the shortcut keys < and > to scrub through my timeline keyframes without maya taking this into account whenever I do an undo.

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3ds Max Animation :: Transfer Weight Map Between Bone

Jan 29, 2013

I have an old figure that is high poly and skinned to a bone skeleton. I want to rig it to a CAT rig for some of its quick animation features. Ultimately I want to be able to export the model into UDK to learn 3d demonstration and game development.

I have aligned a CAT rig to match the bones of the old figure. If I select and link the bones to the respective bones in CAT rig I can get the figure to animate perfectly and quickly, but when I export to the UDK through FBX the figure is severely distorted. I've found that the old rig needed to match the rotational axis order to the new CAT rig bones which worked a little on several of the limbs, but the initial translation of each bone does not get transferred giving an offset to the bones that still distorts the figure.

I want to rig the character with the CAT, but the figure uses painted vertex weights. I could spend an immense amount of time to try and replicate the quality done by the vertex weights, but if there is a tool or script that could speed up the process. I am looking for a tool that would be able to transfer vertex weights between bones. Ideally I'm looking for a workflow like so

1. Load figure
2. Add CAT bones to skin
3. Edit envelopes
4. Select bones or vertexes to copy
5. Copy vertex weights
6. Select bone destination
7. Paste vertex weights

The paste should then delete the influence on the original bone to complete the process.

I've seen something very similar to what I've been needing from this artist that goes by the name of Sun Dawei. A search for "Dawei Sun transfer vertex skin weight" minus the quotes gives you a video that would visually show the process I'm looking for. I don't know the policy on putting links for videos that I don't own so I won't put the actual link here.

I would like the script that Sun Dawei developed, but I could not find a download for it. He might have wanted to keep his work private, so I'll respect that.

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Maya Animation :: How To Add Bone In After Binding

Jun 7, 2011

I have already done a smooth bind on my mesh and painted weight maps. But then I realized I need to add a bone into the joint chain. It is on an extremity. Is there a way to add a bone in after binding without having to unbind and redo weightmaps?

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Maya Animation :: Keyframe Visibility Of Objects And Lights?

Apr 6, 2011

how to keyframe a light / object to be visible and invisible in my animation.

I just need it to disappear in the scene after a certain time. I know of the "Visibility" check box, but it can't be keyed.

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3ds Max :: Making Pile Of Sponges For Dock - How To Keyframe Animation

May 4, 2012

I'm trying to make a pile of sponges for a dock, So I'm using PhysX to drop a hundred of them but After I run the simulation and stop it. it looks good. But it will not hold that final simulation location. How do you Key Frame the animation.

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Maya Animation :: How To Fix Bone Rotation Orientation

Jan 4, 2011

I did the bones, but as you can see in the picture, the rotation not along the bone, is according to xyz, might be because i freeze them?

How can i rotate the bone accordingly? is there a way to rotate it local, and global like in Softimage?

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3ds Max Animation :: Modifying Bone Size In A Biped?

Jan 24, 2014

I have created a model of an alien, and I wish to rig it upto a biped. The reason I would like to be rigged to a biped opposed from using bones is because I wish to apply motion capture files to the biped from iPi Mocap. 
 
However, the problem I am having at the moment is that because my model is an unorthodox shape, and does not follow the figure of a human, is how do I modify and change the sizes of each individual bone? I've tried using the scale tool on the bones to no avail, as well as searching through the options. Are there values I can change to make them bigger?
 
In the picture I have attached, you can see that the hip on the biped, is significantly higher than the model, meaning that when it comes time to skin the model, it'll think that the aliens body are part of the legs. 

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3ds Max Animation :: Create A Bone System That Uses Meshes

Jun 23, 2012

I currently have a model made of a few different meshes (head, body, upper/lower arms etc...) which I have linked together. I primarily animated by rotating the joints of the model, but it just isn't cutting it anymore.

Is there anyway I can create a bone system that uses the meshes as the "bones"? I'd like to be able to do that so I can change the models for every part of the robot seperately in my game by changing the mesh associated with the bone. I've tried searching google and youtube but I'm not really sure what to search for.

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3ds Max Animation :: Rigging Character Using Bone Systems

Apr 2, 2013

I am having trouble rigging my character using the bone systems in 3 ds max. I boned out the front leg and cloned the bones for the other front leg, and that went well. the problem came when i tried to create the bones for the back legs. When i try to make the bones, they will only go on the x and y axis. I think the z axis is constrained somehow.

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3ds Max Animation :: Simple Scale A Root Bone?

Mar 8, 2011

I have the situation in the attachment photo.

I want simply scale the root of the hand skeleton, but if i use "scale" it scales also the cildren...

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Maya Animation :: Keyframe File Textures On Same Poly Object?

Mar 2, 2012

how to switch a texture at certain keys, or Keyframe a file texture on a shader at one key and then change the file texture to something else on a later frame, on the same polygon face. Like this...

How to switch or change these two images at different textures at different frames.

Click animation. Here I just keyframed and switched two poly planes. But I want to swap out the textures by keyframing them instead.

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Maya Animation :: Selecting Multiple Joints For Setting A Keyframe

Apr 18, 2012

Trying to animate a rigged model for a class project but I'm running into problems. If I, for example, pick the joint at the top of the hierarchy, in the main view it appears as though everything gets selected. When I try to set a keyframe for the whole model, though, it only gets set on the actual joint I picked, none of the ones below it.

I looked at things via Outliner and see the same problem: I pick a joint there but the ones below it show as unselected in the Outliner window. Right now it appears the only way I can select multiple joints to set a keyframe on them all is to manually expand the tree in Outliner and then explicitly pick each one with command-click or shift-click. If I select an un-expanded joint section in the tree the hidden joints do not get selected, and if I expand the tree and pick a root node the ones below it are not selected.

I have tried this on three different models, including one I rigged myself, and the same behavior is present across all three.

Is this normal behavior for Maya animation? Is there some configuration setting that will change this so I can select an entire skeleton tree via the root node and have all of them accept a keyframe?

I'm running Maya 2011 for the Mac, on OS X Lion, with service pack 1 installed.

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Oct 9, 2013

I am currently working on a project that requires me to keep an object centered between a biped's hands (like a floating fireball or a box). I need to be able to move the hands around and keep the bone averaged between them. The position and rotation need to be averaged for the bone, but not scale.

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Aug 23, 2013

I've created a mech robot and now I want to create a rig for it. But the problem is, that none of the joints are 'ball and socket joints'. So the joints can only rotate in one dimension, like a typical mechanical joint. My first solution was simply locking two out of three rotation axis for the bones and this works fine for FK animation. For IK animation however, it doesn't work. The locks are simply ignored.Is there any way to lock a rotation axis for an IK bone system?

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Maya Animation :: How To Keep Clusters In Alignment With Bone Rigging

Sep 9, 2011

Best way to keep clusters in alignment with bone rigging. I'm trying to parent clusters that control facial movements to the head bone of my skeleton so as when I move my character about the clusters retain there position in relationship to the face.

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Maya Animation :: 2013 - Joint Tool Bone Radius Won't Change?

Aug 13, 2012

I am trying to rig a character, and when I place the bones with the joint toot they are very small. So I went into the tool settings and upsized the radius for all of the types of bones. But then when I go to make the bone again it is still the same small size.

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3ds Max Animation :: Assign Specific Vertices To A Bone By Selecting Separate Part Of Object

Nov 24, 2013

Is there a way to assign just specific vertices to a bone by selecting a separate part of an object? Like for example, I have a model of a gun which I'm trying to rig now and this gun has two barrels, one obove the other, and each of this barrel needs to be assign to a different bone. Those bones are there, but the problem is that certain parts (vertices) of second barrel are assigned as well to the second bone, which is incorrect. How do I select only part (an element) of an object and assign it to the bone?

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Maya Animation :: Why Joint Orientation / Rotational Axis After Rotating Bone / Freezing Transformation

Nov 21, 2013

I want to know after rigging why should i orient joint in the attribute editor using the channel "joint orientation". Because i can easily fix the rotational axis after rotating the bone and freezing transformation.

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Maya Animation :: Skin Conversion To Muscle System Without Converting Every Single Joint To Polygon Bone Object

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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Photoshop :: Twisting Image Into (&) Symbol

Nov 13, 2012

I have a picture of a chain, I was wondering if it is possible to twist the chain into an '&' symbol......

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AutoCad 2D :: Automatically Twisting Drawing Files?

Nov 15, 2013

My 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.

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AutoCad 3D :: Twisting Of Solid When Sweeping Along Spline / 3D Poly

Feb 25, 2013

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!

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AutoCad 3D :: Sketch In 3D Of Truncated Pyramid - Twisting Vertical Structure

Oct 24, 2011

I 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?

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Photoshop :: Add New Keyframe

Mar 30, 2009

I'm attempting to make a simple animation of a 3D object in Photoshop using the timeline. I start with the current timeline indicator at the beginning of the timeline and click the stopwatch icon next to the 3D Object Position to insert an initial keyframe.

I then move the timeline indicator to the right at about the 3:00 f mark, and rotate the 3D object to a new position. This is where the problem happens -- I want to insert a new keyframe at the 3:00 f position, and I've not been able to discover a way to do that. If anyone has a suggestion on how to add more than one keyframe,

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3ds Max :: Set Keyframe On A Parameter

Jul 7, 2011

I have a very basic question. In maya I move my mouse over the parameter I want to key, do a right click and choose "set keyframe". But how to do this in 3ds max? [URL]....

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3ds Max :: Bake Material Value To Keyframe?

Jun 22, 2012

I have a Vray light material, with color multiplier controlled by audio Float. I wanted to know if there is anyway to bake these values to keyframe. Maybe via scripting ?

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After Effects :: No Keyframe Values?

Sep 3, 2013

When I launch my AE and start to make an animation, I find it much more difficult then it used to be, as my keyframe values have randomly dissapeared. What I mean by this is not that it won't animate, but the numbers next to the stopwatch have vanished. I am using CS6

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