3ds Max Animation :: Remove Blues Eye Lines And Text When Creating Animation Preview?
Nov 18, 2011How do I remove the blues eye lines and text when creating a animation preview?
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How do I remove the blues eye lines and text when creating a animation preview?
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Is there a way to remove object from an animated layer? Or better yet disable animated layers on an object altogether?
View 1 Replies View RelatedI have a problema with the preview, always that i play the animation have a lag. i use the n vidia 5000 with windows 7 ultimate 64 bits.
View 6 Replies View RelatedI used to be able to preview an animation in 2010. Is it possible to do a Preview in max 2011? Where would I find it?
View 3 Replies View RelatedI'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
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?
View 2 Replies View RelatedIn 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.
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.
View 4 Replies View RelatedI'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.
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.
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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.
View 2 Replies View RelatedI 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?
I have a Biped which had a number of .BIP files added then mixed down. All of these have been removed however there are 2 which are still hanging around and can not find any reference to them anywhere. maybe a script exist which removes all of these?
View 2 Replies View RelatedI 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
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
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?
View 2 Replies View RelatedI 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.
View 1 Replies View RelatedFor 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?
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?
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?
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..
I have changed both the board and the penguin JPEG pictures to Compuserve GIF pictures so that I can create Animated GIFs with them, I have also saved them but when I come to opening both the board and the penguin GIFs Photoshop CS3 Extended seems to partially lock the board and penguin layers within there separate window and it says index as the layer text so I am unable to move the penguin GIF image on to the board GIF image, is there a way of unlocking the two layers so I can move the penguin image on to the board image?
The other problem I am having is that the layers seem to be partially locked is there anyway of unlocking the layers?
Just to let you know I have a Windows XP SP2 OS.
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?
View 1 Replies View RelatedI 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?
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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.
View 2 Replies View RelatedI'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?
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.
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.
I'm new to the animation aspect of 3Ds Max and I have a running cycle that is stationary but would like to figure out how to get it to move forward? I didn't use Footsteps in the Motion Panel to have a base to work with and modify it. What are my options? I have the weekend off from work to mess with it and if I have to do the hard part of moving the biped forward myself, I'll do so. Would I be able to create Footsteps and attach them to my biped with the animation I have? Or is there a system, option, etc. that I should set up in the beginning before animating that would allow me to move the feet and the rest would follow using the biped?
View 1 Replies View RelatedI am working on a school assignment where we are to use mocap for character animation...well av gone that far but, now I need to edit the animation to fit better in my animation......below is a playblast of what I have now..i need to have my characters holding onto the broom....
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heres also a screenshot.
Using Maya 20121 and Motionbuilder 2012
I've been working on an animation for a week or two and all of the sudden the file no longer plays the animation. The keyframes are there and I can scrub through them, but when I hit play it just hangs on the frame it's already on, it says it's playing (The icon changes to stop and in the corner it says "Hit ESC to stop playing", but nothing moves. I can bring it into older versions of Maya and it plays, but the only other version of Maya I have is 2008 and it doesn't like the transfer from 2011 to 2008.
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