3ds Max Animation :: Separating Mesh And Maintaining Skin Modifier

Nov 11, 2013

I have a single-mesh model, pre-rigged and textured. I am trying to export it into a format which has a bone-limit of 59 bones per mesh. This model, however, has over 100 bones.
 
I'm really not very good at doing rigging from scratch; someone else rigged this for me. I need to split up the mesh, so the model meets the less-than-59-bones-per-mesh rule. 
 
Is there a way to do this without destroying the skin modifier, and having to re-skin the whole thing? I'd like it to end up as several meshes, which all work as one in terms of rigging.

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3ds Max Animation :: Skin Modifier Skeleton Has Moved Outside The Mesh

Mar 17, 2011

Skin modifer, skelleton has moved outside the mesh.

I flick the light on and off on skin modifier, when its off the skelleton fits the model perfectly and when it,s on the hand and arm has been liftet outside the skel.

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3ds Max Animation :: Skin Modifier Weight Painting

Oct 21, 2012

I've migrated from Maya to 3ds Max for character animation and was wondering - When I apply a skin modifier then go to 'Edit envelopes' - is there an equivalent to maya's artisan interface? i.e. Can I paint weights with a brush rather than vertex by vertex or entering numbers?

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3ds Max Animation :: Skin Modifier Unable To Find Bones

May 5, 2012

Got this low-poly model here. I created some bones for it and inserted them into the mesh. But when I use the Skin Modifier into it, and use the 'add' button under "Parameters". No bones appear in the list?

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3ds Max Animation :: Skin Modifier / Edit Envelopes - Cannot Choose Bones

Nov 16, 2011

I created a rig in MAX 32bit but recently loaded 64 bit MAX but now when I choose the skin modifier/edit envelopes, I cannot choose bones to edit. The interface just flashes and I am not able to select verts on the mesh. I had originally used the weight tool to change the weights of each vert on the mesh, now it doesn't work at all.

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Maya Animation :: Blend Shapes To Mesh With Skin Cluster

Apr 4, 2012

Like in title, when I apply blendshapes to mesh with skincluster, I cannot paint weights anymore. It sais:

"maya expected a skin cluster deformer or a deformed shape. Found *.*blends instead".

I tried both, applying skin cluster first and blends first. I know for input graph (there are no issue).

There was no such problem with Maya 2011. I use Setup machine for the rig.

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3ds Max :: Symmetry With Bones Using Skin Modifier

Apr 4, 2011

I have recently starting skinning my human model and everything was fine until I found out that the chest bone I have on each side of the chest isn't being noticed by 3ds Max as being symmetrical with the other bone. This means I can't use mirror bones or mirror vertices to that part of the model. How to make two bones that aren't being recognized as symmetrical by 3ds Max symmetrical? When using the envelopes in the skin modifier, when I go to mirror the bones or vertices, the two bones are red instead of blue or green to show symmetry. The two bones are relatively in the same place on opposite sides of the model. They aren't the same size but close. Is there something I need to do to make them have symmetry or is there a way to make 3ds Max recognize that you have two bones that you want to be symmetrical?

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3ds Max :: Skin Wrap Modifier Lost On Render

Jun 5, 2013

I have got a model wearing a shirt and pants that have the skin wrap modifier applied. all works fine animated in the viewport. When I render however the skin wrap gets lost, both in the render and then in the viewport.

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Maya Animation :: Separating Imported Object?

Jul 9, 2013

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.

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3ds Max Animation :: Path Constraint Maintaining The Vertical?

Oct 11, 2012

I want an object to follow a spline path that is not planar.

I have to select the "follow" option in order to align the object to the path but I would like to maintain the object vertical.

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3ds Max Animation :: Exporting Animation And Skin Data

May 6, 2011

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 have max 2011 an 2012.

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3ds Max Animation :: Character Disappearing With Physique Modifier?

Mar 19, 2011

how to rig a character using a biped, and following everything closely on a character I made earlier.

However, when I clicked the attach to node button after applying the physique modifier my character mysteriously disappeared...While in the tutorial he could select the biped after clicking on the button and assign it.

Now the problem probably has something to do with me having 3Ds Max 2011. How to make sure my character won't simply disappear.

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3ds Max Animation :: How To Apply A Skew Modifier To Rotating Wheel

Jul 9, 2012

How can i apply a skew modifier to rotating wheel and preserve skew gizmo from rotation? I am trying to achieve a cartoon like fast moving car. Seems to be simple thing to do but I can`t get it.

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3ds Max Animation :: Face To Animate Without Distorting Texture - Link UV Keys To Morpher Modifier

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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3ds Max Animation :: How To Bake Animation Into Mesh

Apr 25, 2013

Ive got this mocap that i applied onto a model in which i used a biped and i also use layers to optimize it. Im trying to attach a gun to his hands in order to make him run like a soldier and i know i can use the Key Info tab however because i am using layers, it wont let me. Plus i can only attach it to one arm and the other arm ill have to position it myself. Is there a way to bake the animation into the mesh and delete the layers and work from there?

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3ds Max Animation :: How To Fix Skin Weights

Aug 31, 2011

I'm currently trying to set up bones in my character. What are some good resources for fixing skin weights, painting skin weights, and other weighting techniques. My problem is that when i bend a finger it squishes too much at the inside of the joint.

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Photoshop :: CS6 Animation - Why Has Onion Skin Moved

Nov 21, 2012

How do I access Onion Skin from the FRAME timeline. It only seems available on the other time line.

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3ds Max Animation :: How To Skin Multiple Objects For Character

Feb 1, 2012

Is it at all a good idea to go about to skin multiple objects for your character?...or is it better to make it a single mesh?

if its practicable whats are the "things to do" to go about it in the right direction. ..instanced skin modifier? OR unique skin for each objects?

does it make any difference if i attach the objects? or keeping them separate as far as instanced skin modifier is concerned? (not making single mesh by welding vertices)

specifically speaking about the character i am working on ...it has:

a. head mesh
b. a scarf mesh
c. hand mesh (till their elbows)
d. body/ trenchcoat mesh
e. trousers
f. shoes mesh
g. shoelaces and eyehole rings mesh

NOTE:
i at least need the trenchcoat to be a seperate mesh as i want to apply APEX on it later. (the APEX tut on youtube indicates the trenchcoat is a seperate mesh.)

PROBLEM:
i tried to use a instanced skin modifier, however the scarf head and trenchcoat and the head where they should be together gets messed up when i check with some basic check poses.

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3ds Max Animation :: Can't Select Vertices To Adjust In Skin

Jun 18, 2013

I want to just bend the legs on a deer so I put some bones in, and added a skin modifier.  I am having trouble with some vertices being affected above the leg joint.  I can't seem to select them to change the weights. I have checked off "select Vertices" on the top area of the modifiy panel.  I've posted an image below where you can see my problem of the bottom of the belly being affected by the leg. 

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Maya Animation :: How To Join The Skeleton With Skin

May 15, 2013

I tried to join the skeleton with skin but I can not. I selected the entire group by outliner.

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Maya Animation :: How To Bind Skin For A Character

May 5, 2011

I am currently trying to bind the skin for a character using a rig created from a Digital Tutors Tutorial. The rig I've build seems to be working fine however when I created the smooth skin bind the thighs collapse when the leg is raised. I've tried fixing it using the interactive skin weight tool but it doesn't seem to make any difference. i have included pictures of a quick render as well as the weight influence of the knee and hip joints.

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Maya Animation :: Skin Not Following Control Rig Anymore

Mar 11, 2013

couple of days ago i finished rigging, positionned my character in a nice pose for a render then closed maya. Foward a couple of days, now when i move my rig the character is not following it, he stays in the same pose as he was like if he was frozen.

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Maya Animation :: Saving And Mirroring Skin Weights Without UV?

Aug 1, 2011

We're having issues saving and importing skin weights, and mirroring these weights on our character meshes because our characters have some geometry that has been combined into their mesh (like eyebrows, fake spikey hair, eyelashes, etc)

Maya seems to take the UV's for all the combined meshes and stack layer them into the 0-1 space in the UV editor. When we save skin weights for the main mesh, the weighting maps are all messed up and useless for importing because they are based on UV's that are supposed to be clean and dedicated only to the main mesh.

how to save weights and mirror weights for meshes like ours?

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3ds Max :: Can't Get Text To Cap With Extrude Modifier Or Bevel Modifier

Nov 8, 2011

I just sat down to use 3Ds Max '12 for the first time today after upgrading from 2010. This will probably be a simple fix, but I can't get any text to cap with the extrude modifier or bevel modifier. It happens with every typeface I've tried. I even tried using the cap holes modifier. Never had this problem with previous version of 3Ds.

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3ds Max Animation :: Attaching Mesh To Rig

Nov 29, 2012

I have a humanoid mesh (it was originally a editable poly, but I think I converted it to an editable mesh), and I have a bipedal rig (the Man variant of the default) that is fitted to the mesh. I just cant figure out for the life of me how to attach the mesh to the rig. All of the tutorials I've seen are for older versions of 3ds, and use physique. When I apply physique to the mesh and hit "attach to node" nothing happens, and its all downhill from there. Could one of you good people point me in the direction of a tutorial for 3ds Max 2013?

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3ds Max Animation :: Skin Morph Vertices Aren't Staying On Model

Apr 20, 2011

I have an issue with the skin morph modifier. I have morphed the bend in the knee and fixed the crease behind the knee on the left leg. When I tried to mirror it over to the right leg, it goes crazy. I found out that the morph preview verts on the left leg are not staying on the model as the should be when I bend the knee. The model is perfectly symmetrical so the offset doesn't need to be changed and the mirror threshold doesn't seem to be doing anything to work.

skinMorph1: Both leg straight
skinMorph2: left leg bent with verts off of the model
skinMorph3: right leg bent with mirrored verts from left leg

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Maya Animation :: Use Same Interactive Skin Capsules For Multiple Characters?

Mar 28, 2013

I'm trying to use the same interactive skin capsules for multiple characters. Because the characters have different geometry I can't simply copy the weights. Is there some way to copy the capsules used for interactive skinning to a new model?

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3ds Max Animation :: Export Skin And Morph Based Rig To Test Out In Unity

Nov 22, 2013

What I'm attempting to do is export a Skin and Morph based rig to test out in Unity. The bone and morph targets come into Unity but the actual morph animation didn't. I checked the controllers responsible and it appears that the curves driven by the Reaction Manager don't get baked when exporting to .fbx.
 
Now I suppose I can bake them myself to something .fbx understands before export but I can't seem to find a way to simply take the animation curves for the morph channels and bake it down. 
 
I really would like to get Morph Targets working in Unity but this silly problem is preventing me from doing so. 

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3ds Max :: How To Add Animation To 3D Botanical Tree Mesh

May 9, 2012

I used ReconstructMe to scan a botanical tree (with a few of trunks and leaves). The result I got is a 3d mesh botanical tree. I open them in 3dsmax. Now I want to add the motion to each leaf and trunk. I am beginner in 3dsmax.

By the way, I think all the trunks and leaves are considered as one object. Do I need to break them seperately and add animation to each of them?

I read some tutorial for character animation, which use biped or skining. However, they are used for human, aren't they? I wonder if I could apply biped/skining for botanical tree since their structure are different.

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3ds Max Animation :: Modifying Mesh On Character?

May 12, 2011

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.

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3ds Max Animation :: Cable Moving With Leg Mesh

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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