3ds Max Animation :: Modifying Animation After Mixing Two Animations
May 19, 2011
I have two bip files combined in Mixer in a Transition Track. I want to modify the biped's hand position in one of the files, but no motion curves show up in the Curve Editor. How can I make the changes?
I'm trying to copy animations from the OpFor Drill Sargent to this new Drill Sargent model. The guy who modeled it seems to have gotten the arms' scales wrong. I used 3ds Max to apply Position+Orientation constraints on the New model to copy animation from the old one. His arms stretch out a lot.
I have bought a pistol model and am having issues importing it's anims from Max into UDK.When in the max the pistol looks fine: When I emport as FBX and then import into UDK the pistol looks like this:
This is because it is showing just as the editable poly. Looks the same in Max when i view the editable polyI can create the animations i need in max fine. My trouble is when I import the FBX animations into UDK, they don't seem to play at all after I've added them to my anim group for the skeletal mesh. I animated lots of characters and animals and exported into UDK fine. Are there some special export settings I need for a model like this pistol?
I'm using purchased characters in Max, with their own skeletons, skin meshes, animations and so on, but I want to modify them. More specifically, I'm trying to scale down my main avatar, and also change the proportions of the body. Is there a way to change my skin according to the changes of the skeleton, and keep the original envelops as well?
Thus far I can only do the scaling part, but that is for the whole avatar. I want to make the same avatar shorter and say more fat, with shorter legs, and bigger head. But to do this I also need to change my mesh, and this is where I was wondering if I can do it.
I read in the 3DS Max help files that it is possible to have multiple takes on one scene. It said only a few file formats (such as FBX) support exporting of more than one take and that if exporter to another format only the currently selected take will be exported, however I have been unable to find out how to switch to another take in the first place.
I would prefer to have several takes for my character's different animations instead of putting different animations at keyframe intervals.
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.
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.
I send to Maya Animation build by MotionBuilder via HumanIK.This animation have 2 layers.Since this animations is driven by IK and is intended to be used in our game engine, I use Bake Simulation Command to generate keys on the bones. (work fine)But I loose my layers precision and the BaseLayer contains the merging animation.how to generate bone keys and still preserve anim layers ?
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?
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.
For some scenes we have a chain which is wrapped around several cogs, just like a bicycle. In this scenario we need the chain links to follow the path and retain their relationship to each other.
In other scenes we have a chain which follows along a changing path. Imagine this if you can: A heavy weight has a chain attached which goes vertically up, over a pulley and down the other side where it is attached to a lorry. The lorry drives off pulling the weight upwards. This is my challenge!
Should I individually constrain the links using a Pin constraint and use dynamics completely to keep the chain taught?
I am trying to synch several biped characters to an HD background video I have placed in the environment slot. The problem is that when I scrub the animation slider or hit the play button, Max cannot play the background video in real time. When I hit play, the video remains frozen on whatever frame it was last on, but then updates to the correct frame when I hit the stop button.
It is pretty difficult to get the timing right on the foreground biped animation without a real time background reference. I also tried a lower res version of the background video (standard 720 x 480 DV), but that also does not play in real time. Is there any way to get max to play the background video in sync i.e., updating the frames in real time? Is there a way to improve max performance (ideal settings?)for a background video? Would a Tiff sequence play quicker than a .mpg or .mov files? If so how do set up an .ifl for playing an image sequence?
Was wondering if there is a way of getting random camera movements? For example, i am doing a fly through of an earthquake scene and as the camera animates along the street it randomly shakes with the earthquake shocks.
I know I could animate it by hand but I wondered if there was a way (perhaps an expression) to make it more simple?
I want to key frame animate something to go in a straight line but it seems to start out slowly, speed up, and then slow down again at the end. Is there a way to make it so the object moves the same speed throughout?
I have an animation layer that I have exported and Im trying to import it into a new file and then merge it down to the base layer.
what ends up happening is that when I do the merge i get two additional layers. and the layer with the animation stays there. and nothing gets baked. the animation stays in the imported layer.
I should be able to import/export animation layers right?
I have a image plane. I would like to move the image of the plane in animation. It looks out then masking. I need only some parts of the image in frame one, and I need other parts of the image on frame 100. The plane isn't moving, only the image is moving in the box.
I'm making a game with TRLE (Tomb Raider Level Editor), and I often make animations. But the software I use (WADMerger) is very limited. And some animations now need mirrored versions. So I chose 3DS Max to do this! (the main animations are finished, I just need to mirror them)
The problem is: I can't seem to find the correct parameters to mirror my animations. If I've understood well, 3DS Max mirrors the model, and not the animations... But that's the way I'd like to do. I used the classic Mirror tool, with all possible combinations, but it won't work the way I want (by the X axis). And I haven't found any other tool to do that (but maybe I'm not using the good key words?)
Knowing the only keys available Position+Rotate keys for one mesh (Lara's hips), and only the Rotate keys for all the other meshes: do you know how I could mirror my animations, and not the meshes?
I want to incorporate a 'quick freeze' effect and have been playing around with various mods and settings but am having some trouble getting it to behave the way I want.
The scene is a woodland with a small body of water in it, I want a character to fly down into the pond and touch it, causing a 'wave' to come out from the point it is touched and freeze everything it passes. I can animate the 'freeze' fine (just changing the color/density/etc on the hair mod for the grass and textures on the other objects). the problem is that it all happens simultaneously. How to get a 'radial' animation for the 'quick freeze'? It's not set in stone that I need to do this, but I'd really like to.
I'm using simple textures for the water, ground and trees with a 'falloff' material and the hair mod for the grass.
A: Can I export skinning information from one mesh to another. I have two identical versions of the character except I forgot to weld some verts on the model before skinning. Can I weld the verts and then export > import the skinning data? If so how?
B: I have someone working on some animation for me in CAT, I have since made some minor changes to the CAT rig (increased width of chest bones, that is all). I also changed all the skinning. Is it possible to export the animation data and load it onto an almost identical CAT rig? If so how?
I'm new to the animation aspect of 3Ds Max and I have a running cycle that is stationary but would like to figure out how to get it to move forward? I didn't use Footsteps in the Motion Panel to have a base to work with and modify it. What are my options? I have the weekend off from work to mess with it and if I have to do the hard part of moving the biped forward myself, I'll do so. Would I be able to create Footsteps and attach them to my biped with the animation I have? Or is there a system, option, etc. that I should set up in the beginning before animating that would allow me to move the feet and the rest would follow using the biped?