3ds Max Animation :: Delete A Mesh Based On Frame?
Feb 29, 2012
is there any way to delete a mesh based on frame? I have an object that fades to nothing after it's use is done, at frame 3000 say, and I was wondering if there was a way to just delete the mesh after that. Normally I would use vol select and a deletemesh modifier, but those seem to mess with the Pathdeform WSM a fair amount. This is really more for the sake of optimization, since that's around a million polygons that are still there, and making my poly count look silly high. Currently using the visibility track to make it vanish.
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May 28, 2013
Is there anyway to delete frame blending in Track Editor in between keys?
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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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Apr 15, 2013
I do sometimes buy some objects at Turbosquid that I download as .obj files.
They are represented as a single mesh object in Maya, however when I look the material of this mesh, I see different tabs representing the different sections of the mesh with the different materials (e.g. a duck would be seen as 1 mesh, but 1 material for the body, 1 for the left eye and 1 for the right eye).
How to split up this mesh in different meshes by material ?
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Nov 30, 2012
I create animated gifs frequently using the Frame Animation pallet. The default frame rate starts out as 10 seconds, so I always have to change it to 4 seconds. Is there anyway to reset the default frame rate that I start out with to 4 seconds, so that I don't have to change it every time?
Preferences did not yield any promising menus
I know the standard default reset with many Adobe products is to change it without a document open, but in PS CS5.5 if you do not have a document open the frame rate option is greyed out
______________
CS5.5
MacPro Tower
Mac OS 10.8.2
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Mar 31, 2012
is there a way to change mesh smooth iterations based on camera distance?(e.g. far objects to have iteration 1, and close objects to have 10)
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Jun 20, 2012
I'm using the HQ 4:3 template in VS11+ but noticed it's defaulting to frame based. My clips are mpeg's BFF. Shouldn't this template be switched to bottom field first?
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Apr 15, 2011
Why I cannot render a frame-based video when selecting (Share/Custom/MPEG Transport-stream)? My goal is to create an AVCHD video and burn it to a DVD (4.7G). My video is 16min long and the calculated bitrate is around CBR 15,000 kbps. If I use the (Share/ADVCHD/1920) option, I don't have any control over the settings. I have already deinterlaced my video using Neoscene. That is why I want to create a frame-based video.
Below is my workflow.
Two video sources:
.mov(1080p) from ContourHD 1080p camea
.mts(1080i) from Canon Vixia HF S100
1. Trim .mts files in CSV PX3
2. Trim .mov files in Contour S/W
3. Convert trimmed clips to .avi with Cineform Neoscene
4. Edit in CSV PX3
5. Planned to render in AVCHD, 1920x1080p, 29.97 fps, 15000 kbps
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Sep 21, 2013
When you are burning HD footage (video type H.264, Upper Field First) to a DVD, do I keep the project input and output on UPPER FIELD FIRST? Or am I supposed to change both to FRAME BASED?
This is what I know:
SD is Lower Field First
HD is Upper Field First
"Still Photos" is Frame based
I had a videographer tell me today that to burn HD to a DVD i'm supposed to use FRAME BASED. And HD to a BLUE RAY disc is UPPER FIELD FIRST. I thought Frame Based was only for Slideshows.
I'm currently using Corel VideoStudio Pro X4 Ultimate
NTSC drop frame (29.97 fps)
MPEG files
24 bits, 720 x 480, 29.97 fps
Upper Field First
(DVD-NTSC), 16:9
Video data rate: 8000 kbps
Audio data rate: 128 kbps
Dolby Digital Audio, 48 KHz, 2/0(L,R)
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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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Jan 26, 2013
When creating DVDs from sony mini DV tapes. I followed the lower field first, LFF, in capture and project settings and then for the properties in the burn phase.
On these new clips I have just created I could not find the field order for interlacing, so I used the 'trick' of creating a new project and inserting the clip into the project time line, then as UVS tries to match the project properties to those of the clip, I find from the propeties that the field order of the clip is "frame based".
This is intended for a PAL DVD so is this something I have to change to either UFF or LFF in the project property settings, or can I leave it as frame based. Will this impact the quality ?
What does it do for lacing when it is "frame based" ?
ps I believe this frame based busines is something to do with systems that do not use interlacing to fool the eye with 25 fps x 2 ~ 50 fps
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Dec 29, 2010
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?
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Apr 3, 2009
I'd like to do some animation in photoshop, especially frame to frame animation. (such as editing images from stop motion)
But I'd like to import big quantities of images to a psd file, and which each image would automatically be imported to 1 different layer. Is it possible to do that?
The photos are fairly too high resolution to export as video (3456x 2034) so i don't want to make a video out of them and import the video sequence...
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Mar 9, 2012
How do i create the effect above with the image behind the mesh frame?
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Jan 4, 2012
in order to streamline some of my duties i wonder if theres a way to have a dynamic block not only that can change it's length and the dimension for that length (easy) but will also add features to the part. For example can one be made that when stretching its length that once it reaches a certain length automatically split into two sections and keep those 2 sections equal? Also can it be made to contain a tag that keeps track of the lengths as well as number of joints between sections multiplied by a constant?
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Sep 14, 2013
Does Frame Analysis uses the finite element method?
If it does, how to view/edit the mesh?
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Feb 12, 2013
I have been working on a head model on and off for a couple of days to practice extrusion methods, I have been working with smooth shade. When I went back to it yesterday I came across this problem - Anytime I went to extrude/bride/append/soften normals etc my model the part I was extruding would turn to wire frame and an unrelated part of the head would change to wire frame also. I am mirroring the mesh down the middle; sometimes the mirrored half is changed to wire frame also, sometimes not.
As I didn't know how to fix the issue I reverted to an earlier save I had made before the affected areas had been built up. Now I have nearly finished getting back to the same point I was at yesterday I'm coming across the same problem.
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Aug 26, 2011
I have been trying to make an animation with a logo, I have to use pro cutter in order to accomplish this task. My problem is one I use a box mesh as a cutter, then cut it, I delete the box meshes, but pro cutter has duplicated them and merged them to my mesh. So I can't delete the extra boxes without deleting my mesh.
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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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Mar 1, 2013
I have tried multiple times now to download a trial for Photoshop CS6 Extended. Everyone says that the CS6 trial is already the extended version and only changes based on your serial number at purchase but every time I try to open a video project of mine it says "This file contains a timeline-based animation (Photoshop Extended only)"
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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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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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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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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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Mar 10, 2011
I am doing some animations involving sine waves, and I can make an expression that controls the translation of an object such that it travels along the path of a sine wave, but I can't figure out how to dynamically create an editable sine wave curve.
Is there a way to have Maya generate a curve based upon the path that an object travels upon?
For instance I have a sphere that is moving along the X axis with time, and also moving up and down on the Z axis back and forth. I would like to make an editable curve object of this path of motion.
I can see in Maya 2012 we will have motion trails where we can see the actual path an object is moving along, and that we will be able to interact with this path to alter the animation, but what if we could take that path and make it an actual curve or NURBS object?
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Mar 16, 2011
i have a rigged single mesh character, but now for a video games i need to separate mesh in submeshes. (For example i want to separate the right and left hands from the body). So how can we break the mesh without breaking the rig and the vertex skinning?
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Aug 23, 2013
I would like to use the same bones to skin a mesh in two different ways. I would like the first weight map to handle how the mesh reacts to the influences' transltes and rotates, and a second map that handles how the mesh reacts to the influences' scale.
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Dec 28, 2011
I have a simple head rig that I am working with (chest, neck, and head bones) that I can't get to deform correctly. It is a very high poly model (tris) because I imported it in from Leonar3Do so the skinning was very basic.
Anyway, I linked the eyes to the head bone and when I move the head bone the eyes follow it correctly but the mesh deforms very slightly so as to keep the eyes from being lined up with their sockets. I can provide the file if need be.
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Jul 17, 2012
I'm trying to determine how to change the color of an object based upon a custom attribute slider. It would only need to change between 2 colors. I know this can be done by simply autokeying but using a slider would be more useful for my situation.
Is there a way to do this? I've been playing with wiring a simple cube's material but am not sure how to do this.
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Jul 12, 2013
Need to control playback of the animation based on an anchor in the web page. When the anchor comes into the browser viewport, it would trigger play, pause or stop.
And ... to control the flow/direction of the animation playback based on scroll direction.
The setup:
I would like to have the playback direction for Edge animations placed in a web page, to follow the web Surfer's scrolling direction.
Scrolling down or right, Animation plays forward.
Scrolling up or left, Animation direction plays backwards,
But, that's not all ... I would like to combine the scroll direction sync with ... Anchors
Image if you will:
Multiple Edge animations are placed at various positions on a web page.
Autoplay for each is turned off.
Wish to individually control the playback functions for each animation. - Start - Stop - Pause.
Wish to trigger their playback relative to when an associated anchor (becomes visible / invisible) is inside or outside, of the browser view port.
Sounding complicated?
I put up a web page diagram to illustrate the functions. [URL]....
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Apr 10, 2013
I am working on an animation with 3d layer, clip is 10 second long but I cant push the layer further than 5 seconds, other 2D layers are working fine,
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