3ds Max Animation :: Multiple Takes For Character Different Animations?

Apr 26, 2011

I read in the 3DS Max help files that it is possible to have multiple takes on one scene. It said only a few file formats (such as FBX) support exporting of more than one take and that if exporter to another format only the currently selected take will be exported, however I have been unable to find out how to switch to another take in the first place.

I would prefer to have several takes for my character's different animations instead of putting different animations at keyframe intervals.

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Maya Animation :: Import Multiple Takes Like Motion Builder?

Feb 13, 2013

I was wondering if there is a way in maya 2013 to import like 20 takes at the same time, work on those 20 takes in one maya file and export them simultaneously just like motion builder and his "export all takes, save one take per file, use take name".

I'm asking this because i am thinking of switching to maya, but this motion builder native feature is just essential to me.

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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 :: Character Weighting With Multiple Meshes On

May 24, 2011

I have rigged a character and am skinning. I began skinning the characters base mesh than began to skin his accessories ( Molle Vest, elbow guards etc.) for some reson when i begin weighting these objects it affects the weighting on the base mesh.

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3ds Max Animation :: Modifying Animation After Mixing Two Animations

May 19, 2011

I have two bip files combined in Mixer in a Transition Track. I want to modify the biped's hand position in one of the files, but no motion curves show up in the Curve Editor. How can I make the changes?

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3ds Max Animation :: Copying Animations To New Rig

May 5, 2011

I'm trying to copy animations from the OpFor Drill Sargent to this new Drill Sargent model. The guy who modeled it seems to have gotten the arms' scales wrong. I used 3ds Max to apply Position+Orientation constraints on the New model to copy animation from the old one. His arms stretch out a lot.

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3ds Max Animation :: FBX Animations Not Exporting Into UDK

Feb 21, 2014

I have bought a pistol model and am having issues importing it's anims from Max into UDK.When in the max the pistol looks fine: When I emport as FBX and then import into UDK the pistol looks like this:

 This is because it is showing just as the editable poly. Looks the same in Max when i view the editable polyI can create the animations i need in max fine. My trouble is when I import the FBX animations into UDK, they don't seem to play at all after I've added them to my anim group for the skeletal mesh. I animated lots of characters and animals and exported into UDK fine. Are there some special export settings I need for a model like this pistol?

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3ds Max Animation :: Errors Saving And Loading Biped Animations?

Feb 25, 2014

I'm working on a project where I need to duplicate all animated sequences for both a male and female character. I currently have two biped rigged characters. I animate one, save the .bip animation file and then load into the other. I check the boxes for "Load max Objects" as I have some objects (like a glass of water) set as an IK pivot object. It loads those into the new scene along with the new pose, but the pose goes wrong, thought just with the arms (which are incidentally the only parts that have a seperate object as an IK pivot object.)
 
Here's a screenshot to show what I mean:
 
This incorrect animation happens whether the .bip animation file I save is loaded into the other character or loaded into the same character in it's original T-pose.

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Maya Animation :: Bake Simulation And Preserve Animations Layers?

May 20, 2012

I send to Maya Animation build by MotionBuilder via HumanIK.This animation have 2 layers.Since this animations is driven by IK and is intended to be used in our game engine, I use Bake Simulation Command to generate keys on the bones. (work fine)But I loose my layers precision and the BaseLayer contains the merging animation.how to generate bone keys and still preserve anim layers ?

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InDesign :: How To Have Multiple Animations Attached To One Object

May 1, 2011

I would like to make an object appear (one animation) and then have it move around (another animation) but can't seem to find a way to apply more than one animation to a single object.

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Edge Animate CC :: Multiple Animations With Hover?

Jan 5, 2013

I am trying to get an animation where the user hovers over one of 13 stars on string. What I am after is when they hover over one it looks like its been knocked and starts to swing for a shot amount of time.This should happen to them all. I have this code but it doesnt want to play!
 
Mouse Leave:

$(this.lookupSelector("star-1")).playReverse();
 
Mouse Enter:

$(this.lookupSelector("star-1")).play(0);
 
When you add more and more stars it just stops working.

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Edge Animate CC :: Multiple Animations In IBooks And DPS - Interfering

Nov 10, 2012

I have embedded multiple edge animations into iBooks and DPS. Howeve I keep running into an issue where one or more animations will not start after i have started another then move on to a different page. When i reload the book or adobe viewer then the animation that would not start runs fine but then others won't run. Individually they all run fine but when embedded together they start stalling out.  I'm using edge 1.0 and CS6 indesign and lateset iBooks author.  I have a published iBook and I have to tell users to reload ibooks in order to get each animation to run. They are not complex animations.

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Maya Animation :: Map Data To Character

Jul 21, 2011

I am trying to map the mocap data to my character. In order to do that, i thought i just have to label the joints for each character and retarget. but in maya 2012 i cannot find the re targeting menu. I just found out that there is something called HumanIK, which i am guessing that it is very new.

Is there a way to use the mocap data in visor and map it to my character in maya 2012? without using HumanIK characterization Tool? also can i use mocap data(skeleton) in visor as HumanIk character ?or it is two different thing?

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Maya Animation :: Character Goes All Scrambled?

Feb 1, 2011

Aright i tempered with my character a bit, now as it walks the skin keeps moving along like in the old cartoons

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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 :: Character Integration With Bike

Jan 20, 2011

I want to incorporate a rigged character along with a rigged bike, so that when the bike runs or jumps through a rough terrain, the character will react to it dynamically. The character should be able to move as per the bike's movement, as would happen in real life.The character should react to the suspension of the bike.

Please check out the video for reference.

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3ds Max Animation :: Exporting Animated Character To UDK With FBX

Feb 12, 2014

I am trying to export a rigged character mesh (with clothes and shoe meshes too) using fbx so that i can put the character into UDK. Max wouldn't do it at first. (exporting all the meshes with the textures) that is, it did do the fbx file but udk would always crach importing it.
 
Then i managed to export the meshes seperatly and udk would import them with the textures moslty ok. But.... then max would not export the animations correctly. it totally ignores the 'range' you specify when doing the export. UDK would import them but they were the wrong lengths because of what max exports.  i had to go into max and delete the frames and keys of the animations i did not want exported. that worked. obviously i had to do that for all of my animation sequences.
 
Now. once i figured out that max would only export animations that way i thought 'a-ha, now i can try exporting the character mesh with the clothes and shoes and rig with the textures. but max won't do it.  i even tried to just do the body mesh with the rig as i did before (she runs around naked in udk) but now max won't even export an fbx file that UDK recognises as having a skeletal mesh in it. UDK only sees a static mesh.
 
Do i need to re-install max?  is that a hassle? or does it do a repaire?

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3ds Max Animation :: Character Rigging For Production

May 12, 2013

Moving the Global Control moves the entire rig - Awesome.
Rotating the Global Control rotates the entire rig - Also Awesome.

But when I scale the Global Control, the bones associated with the arms don't scale. To clarify: The arm bones still conform to their position/orientation constraints, as well as the IK chain, but they remain the same size upon scaling.

I'm following along with Delano Athias' "Character Rigging for Production in 3ds Max", provided by Digital-Tutors.Upon closer inspection, the IK side of things also moves when rotating. Almost as if the swivel angle is changing (currently its parametres are wired to an arm Control)

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Maya Animation :: Add Object To Skinned Character?

Jan 1, 2012

I have setup everything for my charecter painted weights, so im now ready to animate but now i watched that my charecters eyes are not attached...im a newbie so i've struggling here....i like to combine the eyes to face..i dont animate eyes..

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Maya Animation :: What Is Common Technique For Having Character

Apr 30, 2013

I know how to do a walk cycle, but how do I make my character turn right or left when he is standing still? I can animate him turning but then my character control is facing in the wrong direction. If I animate him turning and then rotate him opposite the control as I rotate the control in the correct direction it looks wobbly.

What is a common technique for having a character make a turn?

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Maya Animation :: Detach Object From Character Set?

Sep 30, 2010

I have an animated character from which at a certain point i need an object to be 'detached' from the character and animated on its own, problem is as soon as i want to manipulate that part of the character i get this gray manipulator tool that tells me nothing will move, should i give up my whole dream upon this? Maybe i should have visibility turned and switch to a duplicate up to that point in the timeline, problem is i havent been able to move a duplicate either so far, back to hell.

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Maya Animation :: Character Physical Interaction?

Sep 4, 2011

I recently watch a movie with a couple of dinosaur characters fighting each other, and now I wonder: dealing with a lot of potential geometry interpenetration scenarios?

How do you deal with characters physically interacting with each other, as in two characters fighting, or hugging? Do you know if there is any nice tutorial covering that subject? I do not mean about clothing. That's a matter of dynamics and simulation.

regarding characters interacting with objects. Imagine a human character lifting a huge heavy barrel. The arms around that barrel should look like pressing against it. Or a person stepping up an extension ladder.

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3ds Max Animation :: How To Add Biped Into Center Of Character Model

Apr 8, 2012

When it comes to adding a biped into the centre of my character model how does it work? (I am not that far in my college project but am a I am worried)Does the biped attach to I ndividual pieces of the model ( hands, head...etc) and they have to be attached individually Or can the biped work with a single object ( all the pieces attached) and still be able to move individual elements like the hands or feet I am getting worried as I need to start this bit soon

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3ds Max Animation :: Rigging Character Using Bone Systems

Apr 2, 2013

I am having trouble rigging my character using the bone systems in 3 ds max. I boned out the front leg and cloned the bones for the other front leg, and that went well. the problem came when i tried to create the bones for the back legs. When i try to make the bones, they will only go on the x and y axis. I think the z axis is constrained somehow.

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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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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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AutoCAD Architecture :: Takes Multiple Steps To Get To A Command

Aug 4, 2011

I know Ribbons have been out for a while, but I just finally updated to ACA 2010 from ACA 2008. Why these ribbons are suppose to be so much better.  I can obviously re learn where everything is... but it takes multiple steps to get to a command that I used to be able to access in one click.

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Photoshop :: CS6 - Change Position Of Character On New Frame In Animation

Mar 25, 2013

This is an annoying issue within photoshop. I am working on an animation for a video and when I try to change the position of a charater on a new frame it also changes the positioning on all of the frames previous of it.
 
I am making a walk cylcle and  I want the character to walk from one end of the screen to the nextl but, when I make a new frame, move him to the opposite end of the screen on a NEW FRAME it changes the previous frames position to match the current one I am on.

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3ds Max Animation :: Rigging And Skinning A Game Character In Pieces?

Nov 28, 2011

I'm wanting to know the best way to make different game outfits for a character. I want to be able to switch out between a couple different torsos and still have the same head model and rigging with animations still working.

I'm not sure if this is the best way or not but I detached a cylinder into two separate pieces.

Then I skinned and weight painted one half of the cylinder, weight painting the seam 50% to both bones and decreased that amount as I went father away from the seam. Then doing the same thing to the other half of the cylinder.

For example if this was the game character I would detach his arms, legs, and head from his torso and do the same thing I did with the cylinder.

I've included a link to a video of the cylinder bending.

[URL]

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3ds Max Animation :: Rig Character - Align Point Dummy To The Heel

Apr 13, 2012

I am currently trying to rig this character in 2012 3ds max. I've done this plenty of times. I cannot seem to grab the IK chain for the heel. I am trying to align the point dummy to the heel.

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3ds Max Animation :: How To Draw Curves In Character Studio Workbench

Oct 17, 2011

I'm trying to adjust some walk animations. But I can't seem to use the Draw Curves option on a biped. Not in the workbench, nor in the curve editor.

I do notice that the Z, Y, & X curves are all in the same lane (transform), while on primitives for example, there are suboptions for the X, Y & Z axis. Normally I choose one of those, and start drawing curves.

So, the question is: How do I Draw Curves in Charachter Studio's workbench / on a biped?

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