3ds Max Animation :: How To Separate A Portion Of Animation
Jun 14, 2011
i need to know how separate a portion of an animation.
I have an animation from 0 to 200, i want the part of animation from 30 to 60, so i used the rescale - time. Ok now i have only the animation from 30 to 60, but i want to move it to 0 - 30. How i can do?
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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 22, 2012
I'm familiar with blend shapes within a given model, but I'm wondering if there's some way to blend SEPARATE models so that one blends into another, perhaps by assigning points manually or something of the sort.
I study vertebrate development. I will be creating a bunch of 3D files based on confocal microscope data at different developmental time points, and I'd like to make a 3D model in Maya that blends these various models chronologically.
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Feb 21, 2014
I'm asking specifically about rigging a gun, where there are about 3 moving parts.
I'm not able to paint weights when it's all put together, so need them separate, and need to assign bones exclusively to each moving part.
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May 19, 2013
I'm wondering if I can use "File > Export > Send video to preview device" to play an open timeline document on a separate monitor, while at the same time working on the document on my computer.
For example, I want to do an animation demonstration. I want to be able to work on the animation on my computer (adding new frames/video layers, and drawing on them), and have a preview of the whole video play continuously on a separate monitor, without me having to stop and and switch back and forth between working and previewing.
I'm using Photoshop CS6 on a Macbook Pro, OSX v10.6.8
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Apr 3, 2012
Is there a way to export all frames of an animation at once as a sequence of gif files? (rather than going to file-->save for each frame)
A related question: is there a way to select multiple objects on different frames for easy editing?
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Apr 19, 2012
I have an object with several animation layers. When I clone(copy) it, the new object also has the same animation layers. That should be OK.
The weird thing is, when I start to mess with the animation layers of the second object. If I disable, lets say, layer02 on the second object, it affects(disables) layer02 on the first one. Somehow the objects are connected through the animation layers.
Is this the normal behavior of the animation layers? And if it is, how can I make two separate copies of the animated objects?
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Aug 22, 2013
For theoretical purposes, let's say that I am building an animation and that I have 10 layers in this animation thus far. Now, let's say that I would like a watermark to be overlay on every single one of these individual layers.
The only way that I would know how to do this would be to make a layer with the watermark, duplicate it nine times so that there were a total of ten layers with the watermark and then painstakingly go about the process of merging one layer of the animation with with one layer of the watermark and then repeat this process nine more times.
Whenever this situation comes up, whether it is a watermark or a correction of some sort that belongs on ALL LAYERS and I do this the only way that I know how, I think to myself that with something as powerful as CS 5, there has GOT to be an more automated and easier way of going about this.
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Nov 24, 2013
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?
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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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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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Dec 22, 2010
For some scenes we have a chain which is wrapped around several cogs, just like a bicycle. In this scenario we need the chain links to follow the path and retain their relationship to each other.
In other scenes we have a chain which follows along a changing path. Imagine this if you can: A heavy weight has a chain attached which goes vertically up, over a pulley and down the other side where it is attached to a lorry. The lorry drives off pulling the weight upwards. This is my challenge!
Should I individually constrain the links using a Pin constraint and use dynamics completely to keep the chain taught?
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Feb 28, 2012
I am trying to synch several biped characters to an HD background video I have placed in the environment slot. The problem is that when I scrub the animation slider or hit the play button, Max cannot play the background video in real time. When I hit play, the video remains frozen on whatever frame it was last on, but then updates to the correct frame when I hit the stop button.
It is pretty difficult to get the timing right on the foreground biped animation without a real time background reference. I also tried a lower res version of the background video (standard 720 x 480 DV), but that also does not play in real time. Is there any way to get max to play the background video in sync i.e., updating the frames in real time? Is there a way to improve max performance (ideal settings?)for a background video? Would a Tiff sequence play quicker than a .mpg or .mov files? If so how do set up an .ifl for playing an image sequence?
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Nov 29, 2010
Was wondering if there is a way of getting random camera movements? For example, i am doing a fly through of an earthquake scene and as the camera animates along the street it randomly shakes with the earthquake shocks.
I know I could animate it by hand but I wondered if there was a way (perhaps an expression) to make it more simple?
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Jan 20, 2011
I have made a 3d Spectrum analyser , its made of rectangular boxes 16 rows and 16 boxes in each row.
So i have made my cam from Bottom Left corner to Top Right over 96 Frames.
What i need to do, is make some of the blocks disappear and re appear as the cam pans across.
In sketchup i did it by HIDEING the component (block), make new scene, then un hide it..
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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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Aug 16, 2010
I have an animation layer that I have exported and Im trying to import it into a new file and then merge it down to the base layer.
what ends up happening is that when I do the merge i get two additional layers. and the layer with the animation stays there. and nothing gets baked. the animation stays in the imported layer.
I should be able to import/export animation layers right?
[URL]........
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Jan 5, 2012
I have a image plane. I would like to move the image of the plane in animation. It looks out then masking. I need only some parts of the image in frame one, and I need other parts of the image on frame 100. The plane isn't moving, only the image is moving in the box.
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Aug 28, 2013
I'm making a game with TRLE (Tomb Raider Level Editor), and I often make animations. But the software I use (WADMerger) is very limited. And some animations now need mirrored versions. So I chose 3DS Max to do this! (the main animations are finished, I just need to mirror them)
The problem is: I can't seem to find the correct parameters to mirror my animations. If I've understood well, 3DS Max mirrors the model, and not the animations... But that's the way I'd like to do. I used the classic Mirror tool, with all possible combinations, but it won't work the way I want (by the X axis). And I haven't found any other tool to do that (but maybe I'm not using the good key words?)
Knowing the only keys available Position+Rotate keys for one mesh (Lara's hips), and only the Rotate keys for all the other meshes: do you know how I could mirror my animations, and not the meshes?
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Mar 5, 2014
I want to incorporate a 'quick freeze' effect and have been playing around with various mods and settings but am having some trouble getting it to behave the way I want.
The scene is a woodland with a small body of water in it, I want a character to fly down into the pond and touch it, causing a 'wave' to come out from the point it is touched and freeze everything it passes. I can animate the 'freeze' fine (just changing the color/density/etc on the hair mod for the grass and textures on the other objects). the problem is that it all happens simultaneously. How to get a 'radial' animation for the 'quick freeze'? It's not set in stone that I need to do this, but I'd really like to.
I'm using simple textures for the water, ground and trees with a 'falloff' material and the hair mod for the grass.
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