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?

View 1 Replies


ADVERTISEMENT

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.

View 1 Replies View Related

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?

View 4 Replies View Related

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?

View 1 Replies View Related

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.

View 1 Replies View Related

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.

View 1 Replies View Related

Softimage :: How To Make Flexible Bones Modifier

Oct 12, 2011

I'm creating a face rig but i need a flexible modifier for the bones to make work instead use facerobot

how i can make it?

View 1 Replies View Related

Mudbox :: Unable To Find A Way To Create Skin Pores

Sep 4, 2011

I am having trouble creating the realistic skin pores. I have started playing with blues, yellow and reds for skin tones but am still unable to find a way to create skin pores in mudbox.

View 4 Replies View Related

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.

View 1 Replies View Related

3ds Max Animation :: Folding Animation With Bones

Aug 24, 2012

I'm gonna create a folding animation (two planes folding over each other or a single plane fold over itself). Problem is I have to do it with bones and if I use two planes, when they are folded they will have a little gap in pivot line and if I use a single plane then I don't know how to assign a polygon (sub-object) to bone.

Windows 7 Ultimate x64
3Ds Studio Max 2012 x64 - Student Version

View 2 Replies View Related

3ds Max Animation :: Best Way To Scale Bones?

Dec 19, 2012

if I have a rig and an object which is skinned to it, what is the best way to enlarge a bone so that certain vertices on my mesh will look inflated or deflated?

I tried to some tricks with the Xform modifier: wiring it's Gizmo controller to a slider UI control so that I could increase and decrease its size without actually scaling it, but this doesn't have any affect on the mesh. I then tried creating morph targets for the bones so that I could again increase and decrease their size without scaling them, but it didn't affect the mesh either.

It seems that the only way to get the mesh to localy increase or decrease in size is to scale parts of your rig, but that's something I always try to avoid.

3ds Max 2013 64-bit Student Version
nVidia GeForce GTX 560
Windows 7 64-bit
Intel i7

View 1 Replies View Related

3ds Max Animation :: Bones Not Showing On Rig

Jul 31, 2013

I'm just starting out with animating for a project. I'm trying to animate a weapon, but the bones are not showing, I've tried pretty much everything. The bone helpers are showing, but not the bones themselves: 

View 3 Replies View Related

3ds Max Animation :: Controlling A Set Of Bones?

Jan 14, 2014

I have a purchased model with a "hose type" rigg, and I can't figure out how to replicate it.

There is a hose with a bone structure that has four point helpers one on the face mask, one at the top, one at the bottom and one in the middle. If I move the one in the middle it moves all the bones without stretching them...

View 1 Replies View Related

3ds Max Animation :: Attach CAT Bones To Model?

Mar 22, 2011

In 3ds Max i made CAT Bones for my model. However how do i attach these bones to my model? Because when in Motion Builder my model doesn't move with the bones. I also tried a biped it also didnt move.

View 1 Replies View Related

3ds Max Animation :: Locking Bones In IK Chain?

May 4, 2011

I am working with a rig that has arms and legs in which the upper and lower sections (Thigh, Shin, Upper Arm, Forearm) are composed of chains of bones in and of themselves. I have included a screen shot to show a simplified example of what I mean.

When working FK, of course, this is no problem at all, but sometimes I'd like to be able to use IK solvers to make placement tasks easier. Unfortunately, applying an IK solver means the bones forming the upper and lower parts of the limb also bend as the limb bends. In the screenshot, the bones on the left are an example of what sort of limb I am dealing with, the bones in the middle show the effect of using an IK solver (note the bend in the upper and lower leg) and the bones on the right show what I would like to achieve using IK.

So, is there any way to lock the motion of those bones composing the upper and lower parts of the limb so they won't bend as part of an IK chain? I'm using Max 2010 by the way.

View 3 Replies View Related

3ds Max Animation :: Adding Bones Just Won't Work

Apr 17, 2012

So I've come across a simple roadblock, I can't seem to be able to link the bones to the mesh. The bones pretty much move as if they were separate from the rest.

As the dozens of videos I've seen, the process is usually the same: after creating the mesh, go to Helpers > CAT Objects > CAT Parent, choose a RIG(Base Human) and add it.

So I do all that and fit the rig to the character. After that, go to Modifier List, choose Skin, click Add and select Base Human bones. In the videos, that's when everyone always goes to the motion tab, add the CATMotion Layer, and the mesh and bones move together.

View 6 Replies View Related

Maya Animation :: Bones Are Not Shown Properly?

Apr 19, 2013

I don't know what I have done, but the bones aren't shown. However, the joint point (the circle ones) are shown.

I'll attach a picture.

View 1 Replies View Related

Maya Animation :: How To Select And Key All The Bones At Same Time

Jan 13, 2014

When animating, I have to manually key all the bones on frame 1, and then manually key all the bones on frame "whatever". If I don't key every bone myself, then bones I missed on frame one will become the same as the ones on frame "whatever". I was wondering if there a way to select and key all the bones at the same time? I tried, just slecting all the bones in one 'left-click', and that only seems to key the root bones. 

I am actually a 3D modeler from a different program trying to learn Maya. I have spent the past 5 days just watching youtube tutorials, but for some reason they do not seem to have the problem I am having. 
 
Here are what my setting look like: [URL]...

View 4 Replies View Related

Maya Animation :: Blendshape - Blending When Bones Are Moved?

Aug 25, 2010

I created a frog character that is all one mesh, and created several facial mouth movement Blendshapes. When I test the Blandshapes they work great. Problem is, when I move one of the bones of the skeleton like his leg for example - and try one of the blendshapes, it blend the mouth perfectly, but also blends the rest of the mesh of the character back to his original position (non-bent leg). I was under the impression Blendshapes were only related to the mesh and not when moving bones?

View 2 Replies View Related

3ds Max Animation :: Applying Bones To Biped (Source Engine Models)

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?

View 3 Replies View Related

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.

View 1 Replies View Related

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.

View 3 Replies View Related

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.

View 1 Replies View Related

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

View 2 Replies View Related

3ds Max Modeling :: Unable To Select Faces When Using Unwrap UVW Modifier

Jul 25, 2013

I am using 3ds max 2014 and have not been able to select faces when using the Unwrap UVW modifier. My only choices are vertex, edge and polygon. I've tried to use flatten mapping with polygons instead of faces, but I'm not getting the results I want that way.

I've made sure that everything is converted to editable poly. I've re-imported everything to see if that changes anything, and still nothing. I'm attaching a screenshot of my unwrap uvw rollout in case that's useful.

View 1 Replies View Related

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.

View 3 Replies View Related

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.

View 2 Replies View Related

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.

View 1 Replies View Related

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. 

View 2 Replies View Related

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.

View 1 Replies View Related

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.

View 4 Replies View Related







Copyrights 2005-15 www.BigResource.com, All rights reserved