I'm working on a controller for a face rig, but instead of using morphers I'm using different textures for the mouth depending on the action. I've set these up in nested mix maps (there are 8 different textures in all). For my test I'm using 4 and standard primitives to simplify things a bit.
I initially setup these controls in an attribute holder containing 3 sliders. The main one is a master switch slider. The other two act as the mix map sliders within the texture nest of mix maps. I'd like to create a single control for these though.
I can pseudocode this out pretty easily but applying it is a different story. What is the best course of action? I'm not very familiar with Maxscript although I am planning on looking into it.
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
How or have a script to bake Audio Controller animation to frames so its position/rotation can be adjusted by i.e the Curve Editor in 3ds Max?
I have an spline object where I use the Audio Controller to drive the height of the extrusion dynamically over time but would love to have more control over it.
I have a CSV file with lists of positions and rotation angles (over time). I would like to use these to animate objects. The two options I've found thus far are:
- Convert the CSV to the XAF format and import this into the curve editor
- Convert the CSV to WAV and use the AudioFloat controller to assign it to the coordinates
I would think there should be an easier way, preferably one for a controller, but I can't seem to find it. Surely I'm not the first to want to import data; frankly I'm surprised that audio is supported but regular data isn't. The thing is, converting the data to XAF seems to produce an enormous overhead and converting it to WAV is just odd.
What would the appropriate way be? Ideally I'd expect some controller where I can specify a file and some conversion parameters and that'd be it. Does such a thing exist? I'm happy to convert the CSV but I feel like it's probably not necessary - is it?
1. I have an ARROW that I would only like to animate along the Local X position. 2. I have a helper that i would like to control the rotation of the ARROW. 3. Once i rotate the helper, i would like the ARROW to still go in the Local X position but in the direction its facing.
Does this require a script or can this be achieved another way?
So im using 3ds max to create a controller that hold more than 1 hand pose: fist, relaxed, stretched, etc. But when i making my 2nd pose and placing the same axis as the first pose, it overwrites it. So like this i can only use the 2nd one, instead of both.
I try to wire the length parameter of a taper object to the local Y-Position values of another object. It works fine until I reload the file. I get an MAXScript Wire Controller Exception error:
--Runtime error: Illegal self-reference in controller script
...and the parameter-wire dialog opens. The desired functionality returns by clicking the Update Button and everything works fine again.
I have created an object (Tube012) that i am trying to use as a rotational control mechanism / rig to move some vertices (morphed spline 012) through a series of progressive morph targets.
i have created morph targets that work as key framed morphs but when i change these to progressive morphs and try to drive with an expression nothing is happening.
The work i am doing is largely based on the great work of Ruramuq and Harvey from the thread "Rigging a wave (3D's Max)" Not sure why. I have file from Ruramuq and have tried to replicate his technique. Everything works well in his file so all i need to do is replicate. The answer is in here but i cant tell what the difference is between his and mine.
We have to animate a part of a really complex clock mechanism, and there are all kinds of gears inside the mechanism.we got all working beside this one.we really need thats all is working like in reality and we have alot of such sector gears thats only covering some degree with teeths.
Have a look at the attached pic... [URL] ....
so if the big one rotates 360 degree the little runs 360 also but only when the big ones hits the little one of course, if not it is still and waiting for the new round...
We have to animate a part of a really complex clock mechanism, and there are all kinds of gears inside the mechanism. We got all working beside this one.we really need thats all is working like in reality and we have alot of such sector gears thats only covering some degree with teeths.
Have a look at the attached pic.. [URL] ....
so if the big one rotates 360 degree the little runs 360 also but only when the big ones hits the little one of course, if not it is still and wainting for the new round...
I'm not able to get the right gear rotation in a planetary gear drive that I'm working on.
If I make the ring gear stationary and rotate the sun gear, the planetary gear engages and rotates around the ring gear
but in the opposite direction of what it should be turning. The planet to sun gear engagement rotates backwards regardless of what I do to the rotation constraint that I've applied.
If I make the ring gear free to rotate, and the planet gear stationary, the gear train rotates properly.
I've attached a mock up of the plant gear system to share and show what I'm dealing with.
Is there a way to quickly assign all the Skin vertices with 0.0 weight to their correct biped link?
In my attachment there is about 50 vertices remaining having already corrected about 50 by hand. This is not a problem to do by hand however I have 20 more characters to modify after this any scripts/tips etc.
I am not able to convert a 2d gear to 3d gear . I have attached the 2d gear that i had created. I use Autocad student version 2012 . The gear is not getting converted into a complete solid on use of extrusion command . There are gaps in within the gear around the circle or something like that .
Is there a way to assign just specific vertices to a bone by selecting a separate part of an object? Like for example, I have a model of a gun which I'm trying to rig now and this gun has two barrels, one obove the other, and each of this barrel needs to be assign to a different bone. Those bones are there, but the problem is that certain parts (vertices) of second barrel are assigned as well to the second bone, which is incorrect. How do I select only part (an element) of an object and assign it to the bone?
I have about 20 models and I need to animate them where they all follow the first one, similar to the After Effects "Repeater" function.. Think 'chorus line' or 'kaleidescope'.. Is there a script or plugin that will automate this? Anything the first one does, the others follow, but with possible timing delays or offsets..
Recently, with the release of the next gen consoles, I decided as a challenge to myself to try to recreate the Xbox One controller in photoshop
Here is what i have done until now. Here is the exact image I am trying to recreate. URL...
Now the thing that I don't know how to do correctly are two things:The first being how to make the bumps around the two joysticks And second, the general lighting on the controller.
Also, ignore the 2 buttons in the middle and the gray part where the logo sits (not finished work)
I want to make a controller that can change an object from green to red. So I wire the parameters from y position to the ambient colour.
I find to make the y_position into (y_position/100),(y_position/100),(y_position/100) but when I put this into the Parameter wiring dialogue I get a syntax error.
i've got a seemingly empty scene, everything has been deleted, still max reports a missing reference to a xref controller somewhere, backburner will not accept net submission.
i've looked everywhere i can think of and the only place i can find a reference to the hidden xref controller is in the asset manager where it lists a file in the xref tree - how on earth do i get rid of this file? there is nothing present in the xref dialog for deleting or anywhere else i can think of.
I have been annoyed with trying to create a theme and controller image to use with Xpadder.
Rules: Controller image and theme must be made to fit together and must be created the same size as the images belowthey must be seperate pictures and the buttons should have places to go.
This probably means very little sense to you if you dont have xpadder, and possibly learn a little bit more about xpadder in order to make the theme and controller image. Also xpadder does not support transparency.The template for a theme and an image of my controller (it has four trigger buttons, 2 on each side)
I'm having issues with a Sata card I installed on one machine. It's losing a hard drive from time to time and I have to unplug the Sata cables and plug them back in so the computer will boot up and function like normal. The only problem is that it casues an activation issue with AutoCAD. Now I've reached the reactivation limit for CAD.
Can I manually enter something into the registry to correct the activation issue? All drivers are up to date and I've reinstalled the driver for the controller card.
When I open a file on Inventor 2014, the screen says, that the graphic card controller crashes, after that, there´s no possibility to recover the work, because the work zone, shows a infinite white space.
This is the print screen (in spanish); translation will be like: "Screen controller stop working but it recover itself (something like that)"
I'm trying to build a command to replace AutoCAD's "DI" command, to give distance and delta x, y, and z values in decimal and imperial, and keep the angles in XY plane and out of XY plane.
I'm trying to be able to have a function run another function with the secondary function being passed as an argument to the first. I'm trying to create a recursive function and the recursive part works great. I just need to be able to have the recursive function run other functions to actually do stuff.
Here is something I found that should do what I need, mainly run a function from a function name in a variable.
Sub test() Dim ftnName As String Dim argument As String Dim result As String ftnName = "myFunction" argument = "cat" result = Application.Run(ftnName, argument) MsgBox resultEnd SubFunction myFunction(inString As String) As String myFunction = inString & " has " & Len(inString) & " letters."End Function
However I get the error "object required" on the "result = Application.Run(ftnName, argument)" line. So I'm guessing the Inventor VBA doesn't like this method of doing this. I'm just hoping there is a way to do this or this function will be useless or reduced to hardcoding functions which still defeats the purpose.
For a while now, I've been trying to shell a split game controller that will create the bottom part of the casing. However, every time I try to shell, a problem occurs "Modelling failure in ASM. Redefine inputs".
I've tried to find the source of the problem through supressing features, and when it finally does shell, the casing creates another problem that will not allow me to loft to get the proper appearance.
I am trying to create a gear in Illustrator. I have the wheel part down, but when I add the teeth and try to unite them by selecting the whole picture using the pathfinder tool the whole thing warps.
I am trying to add a rib into a drawing I am doing for school; however, when I attempt this the drawing will not make the rib. I have attached a file of the original drawing and my own version in Inventor.
Someone sent me a differential gear box assembly for my students to experiment with in Dynamic Simulation.It was part of a discussion on example files for students, but now I can't find the thread and don't recall who sent me these files.
In any case, we found a serious problem in one of the files.Ring mount2.ipt Sketch11 there is an arc that centerpoint should be same as projected Origin Center Point, but it is not.It is actually at the midpoint of a projected line that is very close to the origin, but not at the origin.