3ds Max Animation :: Link Biped Head To Objects?
Mar 13, 2011
how to link a biped's head to an object? I can link it to other objects as the parent, but I need the head to be the Child.
I'm trying to animate a Terminator robot model I found here (it was a free download):
[[URL]
The model is rigged to a biped, and I'm trying to animate its head to follow the exact movements of a person's head in some footage I shot. I used PFTrack to motion-track the person's head (using geometry tracking) and exported the track as a MaxScript. So I run the script in Max and it produces a camera and head model which exactly follows the movements of the original person.
how can I link the Terminator's head (or rather, the biped controlling the Terminator's head) to the animated model? Better yet, how do you link a biped's head to Any object? I can link any object TO the head, but I cannot make the biped's head the Child. How to do this? I also tried using Select IK Object in the Motion panel, which works for other parts of the biped, but not the head.
3ds Max 2011 x64
Core i3, 4gb DDR3
Windows 7 x64
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Jun 1, 2011
I have a Biped which had a number of .BIP files added then mixed down. All of these have been removed however there are 2 which are still hanging around and can not find any reference to them anywhere. maybe a script exist which removes all of these?
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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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Nov 18, 2013
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.
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Jan 6, 2013
I'm rigging a character for use in Maya 2011, which I'm not all too familiar with - How would I link the blend shape states for 2 objects, so when I increase the value of one blend shape for one object, it increases the value for another blend shape for another object?
I have a blend shape for the mouth open position & I need the teeth & tongue open blends to match as the value increases.
In 3DS Max I'd use the reaction manager - is there something similar for Maya?
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Feb 10, 2011
can I make Animation biped manually?
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Feb 11, 2011
I need a biped to stay still in an animation for a few frames. What I'm doing is say I copy a pose from frame 10, then I want the biped to remain still until frame 40. So I paste the pose there and fix the feet keys. As a result the biped position is the same in both frames, but when I play the animation I get some unwanted rotations between these frames I can't get rid of.
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Jan 21, 2013
I'm having a strange problem using loaded .BIP file on a biped in 3D studio Max. The biped doesn't allow me to make rotation and translation changes on the head, attached bones and the feet and hands. This only occurs in the viewport!
Altering the rotation and translation keys in the biped workbench editor works fine. but obviously not very practical . I already tried to add a new layer above the current biped animation. But without successful results Also exporting the animation to a .BIP file and reassign it to the biped didn't work.
One thing I have done is using the motion flow system. After finalizing the animation I created an unified motion which is available in the flowgraph options. In order to convert the motion flow structure to real keys.
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Apr 28, 2012
New Retime tool feature in Max 2013; when i tried with biped animation, its not working, but it works with every other object. Workflow which i followed:
1.Selected all the biped parts.
2.Open curve editor. (it shows all the animation keys and curves)
3.Applied Retime All (Retime tools shows up)
4.Double clicked to create start and end marker.
5.Now, when i move any of the retime marker, the keys are not responding, only the marker moves and there is no change in animation timing too. everything stays same.
does the retime tool is not applicable for biped. I tried the same procedure with other animated objects. It works fine.
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Apr 8, 2012
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
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Feb 28, 2014
I'd like scale my biped animation. I have 200 frame mocap animation, all frame has keys. I want scale it to 72 frame. I found how can I scale the keys, is ok, but after scaling the bip01 bone jump there and back.
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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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Aug 1, 2013
I am animating a skeleton. As a result, I'm not using physique-- I'm just connecting different mesh objects to different bones in the biped, and I'm good to go.
Here's my issue: I don't want my biped inside my mesh. I want to stick it off to the side somewhere where it's not interfering with my actual mesh, and I can do my links easily by just dragging over to them.
Naturally, when I do this, things rotate around the biped's pivot point rather than where I want them.
Is there any way to offset the biped-- just for interaction, and visually? I just want it outside of my mesh so I can animate the biped without having to look at it all merged up with my mesh.
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Feb 25, 2014
I'm working on a project where I need to duplicate all animated sequences for both a male and female character. I currently have two biped rigged characters. I animate one, save the .bip animation file and then load into the other. I check the boxes for "Load max Objects" as I have some objects (like a glass of water) set as an IK pivot object. It loads those into the new scene along with the new pose, but the pose goes wrong, thought just with the arms (which are incidentally the only parts that have a seperate object as an IK pivot object.)
Here's a screenshot to show what I mean:
This incorrect animation happens whether the .bip animation file I save is loaded into the other character or loaded into the same character in it's original T-pose.
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Dec 17, 2013
I am trying to find out if it is possible to hide parts of a mesh while I skin certain parts of a mesh using biped . Here is what I have tried. Below my skin modifier on my stack is my edit mesh. I open up edit mesh and select the faces I would like to hide and hide them .Then I return to my skin modifier and skin parts of my mesh. but then I reliased that my biped is no longer skinned to my mesh if I hide a porition of the mesh. Even When I unhide the faces the mesh is no longer skinned to the biped. The biped moves but my mesh no longer follows. I tried deleting the skinned biped bones on the skin modifier and re adding them but it still did not do anything.
I know there must be a way to hide parts while you skin. By the way I am using MAX10
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Mar 29, 2011
How can I apply my biped to the bones of a diffrent model? I have tried the Position and Orientation constraint bit with the second one my model messes up. Are there any different ways to apply it?
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Feb 11, 2011
Is there a way to get the position parameters for a Biped COM to play with in Track View? All I get are the rotation parameters.
If that's not possible I'd like to know a way to manipulate the animation between 2 keyframes. The TCB parameters don't seem to be working for this.
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Jul 7, 2011
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.
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Jun 16, 2011
I've got a head and a body mesh.I selected both of them at the same time, and applied the skin modifier.
And then put in a lot of work skinning the body.I'd like to be able to replace the low poly head with a higher poly head from Mudbox, that has blendshapes (that I could hopefully use as morphs by moving sliders).
I needed to select both the body and head so that one skin was applied to both so that they would deform properly.
1. How can I replace the low-poly head with the hi-poly head (FBX from Mudbox).
The weighting on the head can be done again, but I can't loose all the weighting work on the body.
2. Any issues with getting the blendhshape morphs from Mudbox to work on the head?
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Nov 9, 2011
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.
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May 18, 2011
I want to make a robot arm that bends in the middle and has a tube connected at the top and the bottem so it bends along with the arm.I don't want to use reactor I just want it to be constrained at the top and bottem and just move near the arm and the arm moves and bends.
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Oct 11, 2013
Is there any way to connect (Expression Link) a tracker data from Action or 2dTransfom to parameters inside of Spark plugin? I want to find a way to make usable a tracker in Sparks.
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Oct 17, 2011
I have a drawing file with block objects linked to an external MS Access database. Each record in the database was manually linked to a block object using the 'Link Records to Objects' found in Data View under the Links menu. As you know, this allows you to Auto Zoom to an object when you select a record from the Data View table.
The problem I am having now is the Auto Zoom doesn't work when you select a record from the Data View table and I am not sure why. I can perform a spatial query on an object and display the linked record from the Data View table.
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Sep 3, 2013
I'm trying to find out if it is possible to link Smart objects to a psd file, mush as InDesign does with images. When they are edited they update automatically. If say a mock-up of a shop sign is created with the sign being placed from an original saved piece of artwork and changes are made to that artwork file and then saved over the previous, can the file update on the psd mock-up automatically as it would in Indesign?
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Jul 25, 2012
I've managed to create an array using custom blocks. This array is obviously comprised of "x" columns and "x" rows. What i'm trying to do is have the ability to essentially link all of the objects per column (and/or per row) with a polyline. So if i have 5 columns generated, I would like to have 5 polylines extend over those columns. Any example of how to do something like this. Essentially what i'm looking to do is create something of a grid using the objects in my array as place markers. And now for a bit of existing code:
//Use the upper-left corner of the objects extents for the array base point Extents3d acExts = bref.Bounds.GetValueOrDefault(); Point2d acPt2dArrayBase = new Point2d(acExts.MinPoint.X, acExts.MaxPoint.Y); //Track the objects created for each column
[code]....
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May 4, 2012
I've got a character that is based on a product and I want the face to animate without distorting the texture. ie I'd like the texture to slide across the geometry in a specific way as it animates.
I've animated the UV coordinates so that it does this, but I'd like to link the UV keys to the morpher modifier so that they animate automatically.
Is this possible?
I am using Max 2011
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Dec 10, 2013
I have an equipment list on excel 2013, that I can't insert into my AutoCad (2014) drawing. I've tried using paste special, paste link, using both as excel work book and as an autocad table. I have a wide variety of problems with both. Pasting as autocad table sometimes it wont update, when I try to update the link it locks up the drawing. When I paste as excel workbook it doesn't plot, although it show on plot preview. Is there a memory setting that has to be changed on autcad I have 12 gigs of memory on my computer.
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Jan 19, 2013
I'm using Max 2012, and I wonder if there's a simple way to create an object that, when selected, would select a different specified object in the scene.
I'll explain the situation. I'd like to make a series of spline drawings in the shape of my rig, basically creating a simplified drawing of a skeleton, and then be able to click on, for example, the upper leg of this simplified drawing, and have the actual upper leg bone within the rig itself become selected.
Ideally, I'd like for the spline drawing I clicked to be unselected after I click it, leaving only the bone it represents selected. In essence, I want to make a group of "buttons" that can be used to select bones and helpers within a rig.
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Aug 29, 2013
I'm trying to create an animation of a group of objects being assembled, then being placed in a box. once i've assembled each object, how can I move / rotate all objects simultaneously as if one complete object?
When I try the attach command, it removes all previous animation on each individual object.
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Nov 4, 2013
I am trying to hook some nodes of a curve to other objects. Looks like Spline IK Control modifier is a best thing for that and works great.
My only problem is that when I need to make a copy ( not instanced) of the whole curve and hooked objects the curve unhooks of those objects and switches to it's original shape.
For example I need to make a group of telegraph posts connected by wires and then copy that whole group to another place,. All the wires turns into a mess.
Is there anything I am missing? I am accustomed to use similar "hook" approach in Blender and curves stay intact there. Should I use some other way in 3dsmax?
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Sep 5, 2013
I am rigging a car that will definitely change at a later stage. To avoid having to redo a lot of work, I am using the Xref Objects option to bring the car into a new scene. In the new scene I have built my rig with all my controllers etc. I used simple linking to attach the various pieces of geometry to the rig. At this point everything works great - wheels turn and steer, body rolls, suspension works. I hit save.
Now when I close Max and then open the file again, the geometry has jumped all over the place (see the image attached)! I have tried various things to fix this with no luck...
I have reset xforms on all the original geometry, aligned the pivots so that they match exactly to the controllers they will be linked to, checked scale to make sure everything was at 100%, I have reset transforms. None of these solved the problem. Is this even the correct method to rig?
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