3ds Max Animation :: Moving Running Animation Forward?
Nov 5, 2011
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?
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Nov 4, 2004
I have compiled a gif animation in ImageReady, but even with the delay set as 0sec, the output runs slow. When I preview the animation in the program, it runs fast, but as soon as I saved it, it becomes slow again.
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Jun 19, 2013
i created an animation for my index page of an already existing website. i tried to "publish settings" but app would not allow me to publish to my directory however it did allow me to "publish". when i uploaded the files to my server, only the splash image came up but the rest of the animation did not run. what am i doing wrong?
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Mar 13, 2012
For some reason when I scrub through my animation, it runs really slow. And it has nothing to do with my computer itself. It is the particular file. I tested this by opening up one of my others (i saved in iterations) and they all scrub just fine. All I was doing was animating with a rig, so there isnt any extra polygons or whatever. And on top of that, it worked just fine before I exited the program earlier, I even playblasted it and everything, and then I looked at the playblast later and decided I wanted to change something, reopened the file, and the timeline has been chugging ever since. I tried opening and closing maya already.
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May 17, 2011
I am trying to move my camera from an angle shot, to a side field with no FOV. I can't use 0 FOV because iray won't render it properly. So I animation the FOV from 45 to 2. The problem is that I have to move the camera so far away from the object to make the shot fill the camera with an FOV of 2. My camera appears to move way out and then zoom in again on the object. It's not actually doing this, but the combination of the FOV animation and the distance the camera moves is making it appear to move far away, then zoom in again. Is there some trick for animation FOV?
my specs are this quad processors, 8 Gb RAM, windows xp64bit, 3ds max 2011
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Mar 12, 2011
I am currently working on a project with a mech, I have the leg modeled and partially rigged as seen in the picture below. My issue is that when I move the leg the cables (I'm mostly concerned with the ones in the front) don't deform with the mesh of the leg, like it's resting on top of the leg. I know why the cable isn't going with the leg mesh thats obvious, but I can't get it to go with the mesh.
I've tried reactor, and I haven't even been able to get the cables to come up in the preview window, I tried using a soft body for the cable and rigid for the leg. Another issue I was having though is I was wondering if it was possible to use something other than reactor so the cable moves with the leg in the view port, just like bones moving other parts in real time.
So to try achieving this is actually went and created a bone system for one of the cables and tried applying a skin modifier to the mesh, I feel like this would work great, except I haven't figured out what to attach the bones, or mesh to.
The first picture is the leg in a neutral stance, the second is showing the leg moving and the cable just sitting there. The one I'm particular about is the one in the front with the "U" dip at the bottom.
I'm running 3ds Max 2011 x64
Intel Core i7 CPU 960 @ 3.20GHz
Windows 7 Ultimate 64 bit
ATI Radeon 5900 Series
3DS Max 2013
Maya 2013
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Feb 5, 2013
I'm editing an animation that I have, but when I drag it in to the Layer Menu, it appears on the left side of the screen, off the stage. Is there a way to select all layers, and move them all at one time?
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Apr 10, 2012
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.
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Sep 23, 2012
I have 3ds Max 2012 and I am trying to do a simulation with mass fx. I am trying to do a simulation where a minecraft character (dynamic object) is walking and then gets hit with a small box (kinematic object) causing him to blow backward into his seperate pieces. My problem i encounter during this is I cant run the simulation unless the parts of the Character are a dynamic body but when i bake the dynamic body it just erases all the keyframes i already had on the minecraft character.
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Nov 28, 2013
My animation timeline and moving gizmo is gone.
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Dec 22, 2011
I'm working on a project where I need to animate some dots exactly the same way as the attached youtube video.
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Dec 23, 2013
I rigged a model and everything was working fine. I then started going into the blocking phase of some animation I was going to do with it. After a review it was requested that I put some extra bit of rigging on the model. We basically wanted to have the ability to grab both eyes with a controller and pull them around positionally and have the bit of skin they cover follow along with the eyes. So I dropped in some bpones where the eyes are, made the controller bits, linked everything up, so far so good. My problem comes when I try to skin the mesh to the new bones I just dropped in. The verts I have selected, even when given a weight of .1 seem to shoot forward in space. They dont seem to be respecting the bones current position that they are being weighted to.
I fear this may have something to do with the fact that I have animation in this scene which I know isnt ideal but were doing a series of xreffing so our master rig file also contains our master animation data. Seperate files are saved out as backups but as far as working files, yeah, its all in there. So could this be whats causing my verts to jump forward in space when I am skinning a bone that they currently are at its position? Or perhaps some errant transform? In the image I have selected the two rings beneath his eyes and given them a weight of .1. As you can see the verts are shooting out in front of the mesh when they should be staying in place at the eye bone I am trying to skin them to.
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Jun 24, 2011
I used an example to represent a more complex animation that I am working on. Basically I have a block moving in vertex space because it is morphing.A proboolean cut has been applied to the block with a diamond shaped object, so that as the block morphs through space, it is being cut by the boolean operand (diamond shape object).
However, I want to achieve an outcome that when the object moves through the boolean cutting operand, whatever geometry that has been cut, stays cut and removed. So in a way, the boolean cut operand object acts as a "geometry eraser". Obvioulsy I would like to be able to control this behaviour too (soft selection, animating boolean cutting operand).
Is this achievable? Or do I have to look at another set of tools/modifiers?
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Oct 25, 2012
Trying to figure out the best way to control the random movement of objects..
Imagine a row of 10 spheres, positioned right beside each other in one long orderly chain. I want to make these spheres move about randomly in space. A perfect way is to use a position and rotation noise controller on each one with a separate seed. Great no problem.
But I would like to animate the noise of the spheres as if I had a volume select over all of them together, so that all the spheres would not move and stay still until I animate or move the gizmo box of the volume select. So as the gizmo box leaves the sphere, the noise controllers would be activated.
I could place a soft selection to the volume select so that it would be a smooth transition between noise and calm.
Now I understand volume select only control vertices and noise controllers control the object in space so I dont think they would work with each other but IS there some other method that I am missing that I can use to achieve this result??
Win7 Pro 64bit
I7 3680 6 core 12MB cache w Corsair H80 liquid cooling
ASUS P9X79
32 GB DDR3
NVidia Quadro 5000
3TB WD
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Apr 25, 2012
How to make so that when you move any object in scene(3ds max), your time slider is moving, for example to 3 keys and creates the keys.
If its an script option, Give me some code for example of doing something like that, using functions of slider, so i can logically came to solution in this hard stuff(will take time i guess).
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Oct 6, 2012
I am working on a rig right now and I'm trying to do the Isner Spine from the Body Language Advanced 3D Rigging Book.
I did the Spline IK with the spine and I have everything stretching fine but when I made the CVs into clusters and parented them to the controls, when I got to translate the rig, whether I use the Root CTRL, Main CTRL, or whatever, the spine translates twice as fast as everything else. The clusters and everything in the lower body moves normal and everything about the head is moving normal..
I know in other situations with curves you have delete history but I can't delete history on the joints and I can't come up with any solution. I can attach a file.. not all the controls are done right now and I haven't reparented the wings correctly so just ignore that.
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Sep 18, 2010
For certain and obvious reasons i need to delete history, problem is since i never deleted it, certain problems occur, like the very binding of my character to the skeleton is undoed, is there a way out of this mess, i just want the texture to stop moving when animation starts.
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Feb 17, 2011
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?
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Apr 19, 2013
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.
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Nov 18, 2011
How do I remove the blues eye lines and text when creating a animation preview?
[URL]
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Apr 18, 2013
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.
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Jan 20, 2011
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.
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Aug 3, 2012
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.
[URL] ....
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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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Dec 11, 2010
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?
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Dec 12, 2013
I've created my blend shapes and in the process of creating states for for the master button control. When i assign a state the slave mesh moves from it's position far off into the scene but the the state is applied to it. My question is how do i get the slave mesh to stop moving when i create a state and assigning it?
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Oct 29, 2013
I have a cylindrical tube that I need to animate moving 180 degrees around a central axis remote from the cylinder. I also want to create a circular motion locally for the cylindrical tube as it follows the 180 degree arc.I planned on creating the 180 degree rotation first and then the local circular motion second.
When I created the first motion I tried to use an object (another cylinder) as the transform centre for the rotation. As soon as I click on "Auto-key" the "Use transform centre" option is greyed out. I therefore moved the cylindrical tubes own pivot to the required position for centre of rotation. After I created the 180 degree rotation I moved the pivot back so that I could create the local rotation. At this point I find that the original motion has now changed to suit the new pivot point.
how I can get the "Use transform centre" option to work in this instance?
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Oct 10, 2012
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
problem.mudboxcar_maya_2plusexpression.mb.zip
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Mar 6, 2012
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
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Apr 3, 2011
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?
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Oct 23, 2012
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.
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