3ds Max Animation :: Setup System That Allows To Rotate Point 1 / 2 Joints To Place Downstream Spheres Into Specific Locations
Apr 6, 2012
I am trying to setup a a system that allows me to rotate Point 1 and 2 joints to place downstream spheres into specific locations such that the distance and angles between the spheres don't change.
Everything works the way I want (so far), but Sphere04 goes the opposite direction of its IK chain.
I'm trying to make a FK arm with the ability to stretch in Max 2012, but as soon as I assign an orient constraint to the elbow, the stretch ability disappears.
The file consists of two bones, two spline controllers, and an expose transform. The upper arm bone is orient and position constrained to the shoulder controller spline. The exposed transform reports the distance between the elbow spline controller and the upper arm bone. The lower arm bone, has a "Float Script" on the X Position transform and it takes the distance reported in the exposed transform to adjust its position relative to the upper arm bone.
If I select bone_elbow and assign an orient constraint, the "Float Script" on the position stops working, but the rotation works.
(I'm trying to keep the controllers out of the heirarchy of the bones because our game engine will export them and I'm trying to avoid that)
I am trying to find out if it is possible to start/load the animation based on a specific point in its timeline? The animation I am creating is a parallax animation based on mouse position and I am trying to load it in the middle of the animation and based on the users mouse position will play forward or backwards from that point.
I have 3+ Nurbs Circles that I have parented up in a hierarchy and now want to use them to create an IK chain.I can create a chain with a joint system, but can I create it with just my curves? I have tried using the IK handle tool and it requests that I LMB on the first joint and nothing happens.
Is it possible to make an object, say a NurbsSphere to always be on top of the geometry in the viewport, like x-ray on joints. That way, I could use a small sphere in say the Elbow as a controller, and it could be inside the mesh but not hidden. Much like what you see here:
I see a lot of skeletons that people created with handles on them so you can manipulate your joints easier (Like arrows and nurb circles etc.) Is there a good tutorial that can show me how to make handles for my joints?
I picked up two characters that I had working just fine about 3 years ago. Somehow, when I imported them into the same file, the skins came unbound. Annoying, but not insurmountable--rebind and weight painting took a couple hours. However, while the controls move the joints and deform the skins, the global move controls do not move the characters. It seems like the main mass of the bodies are stuck in place.
I just rigged a model of mine and even added controls to certain parts of it. The problem is that I do not know how to bind the joints to the model. Every time I attempt it I get an error message. What is the best way to attach a joint with controls to a model?
I've been trying to feel out the pipeline for creating HIK rigs and jumping back and forth between Maya and Motion Builder. In Mobu, there is a way to add prop joints to a character's definition, but I haven't found a way to do so in Maya.
What I have done, is created the joints as necessary, and then created custom controls that the prop joints are constrained to. It's a simple parent constraint, so nothing too tricky. However, when I go to File-> Send to Motion Builder, the joints that are constrained are offset from their proper positions by a distance similar to their offset from the origin of the scene. The only way to get them back, is to turn off the effects of the parent constraints.
The controllers, and constraints transferred into Mobu fine, it seems. So I'm not sure where the discrepancy is. It would be ideal to be able to add these joints into the characterization step in Maya, to simply move them about with FK controls. What the best way to set this up would be? Is there a way to add prop definitions to a character in Maya?
While the original question remains, I found that the prop controls I had in my scene, were off from their proper positions, by the exact relative amount from the origin in the maya scene. Even though I froze transformations on the controls, coming into Mobu, they were put back on somehow. After selecting them, and setting their trans values to 0,0,0, they were put back into the correct position.
Trying to animate a rigged model for a class project but I'm running into problems. If I, for example, pick the joint at the top of the hierarchy, in the main view it appears as though everything gets selected. When I try to set a keyframe for the whole model, though, it only gets set on the actual joint I picked, none of the ones below it.
I looked at things via Outliner and see the same problem: I pick a joint there but the ones below it show as unselected in the Outliner window. Right now it appears the only way I can select multiple joints to set a keyframe on them all is to manually expand the tree in Outliner and then explicitly pick each one with command-click or shift-click. If I select an un-expanded joint section in the tree the hidden joints do not get selected, and if I expand the tree and pick a root node the ones below it are not selected.
I have tried this on three different models, including one I rigged myself, and the same behavior is present across all three.
Is this normal behavior for Maya animation? Is there some configuration setting that will change this so I can select an entire skeleton tree via the root node and have all of them accept a keyframe?
I'm running Maya 2011 for the Mac, on OS X Lion, with service pack 1 installed.
I want to rig a face for animating. (not for a game). and I can't figure out which is better and why: having all joints, and those joints driving parts of the face.. or just making blend shapes for all expressions like smile, angry, sad etc....
I know blend shapes won't work for games, but I'm planning to do mmo's anyways so I'll never need a complicated joint setup for faces... but as far as film, what works better?
I'm looking to import a rig into a maya scene but every time I do the skeleton joints appear and it's hard to click on the controls. I have opened up the rig file and it's completely fine with no skeleton showing. Why is this happening?
I would like to use iLogic to find the location of the points of a line, determine if the line is approximately vertical, and apply a vertical constraint if it is vertical.
Here is the code process I envision:
1. Automatically select a straight line.
2. Find the location of its end points.
3. Compare the X-value of the end points to see if they are vertically aligned (or almost so).
4. If they are vertically aligned, apply a vertical constraint.
5. Select next line and repeat.
Is this possible with iLogic? I don't see any way of calling a line's sketch points or finding their location.
I found this routine but It doesn't work really good (see attachment):
1. We can select block instead of typing the name of it (or simply add this option)
2. That the undo command undo the whole lsp routine instead of undoing all single insertion.
3. That we can Hit the escape key at any point in the routine and it stops the routine correctly instead of writing "too many argu" maybe by undoing the insertion or by stopping the routine correctly at this point.
4. I just found that it does not paste the block directly on the points...? Finally this lsp didn't work at all !
I would like to have a lsp that do SIMPLY this:
1 : Ask wich "points" you want to convert (You know these points that you can change the appearrance in the menu format point style, thats what I mean by "points"). And By the way it would be cool if I could choose to convert the points or to paste my block on those without converting them but it is not that important.
2. Select block in the block listing of insert block popup window and paste it by his default insertion point to all the selected points.
In any case, when I try to enable System Audio in the screen capture setup, I get an error message saying that it can't find any system audio.
System audio is working fine on my system, and neither Camtasia, CamStudio nor two other screen capture applications that I use have any problem with this whatsoever.
I'm would like to know about conversion for those Global Coordinate System . For example : (Country : Australia , region Perth) I have AHD PCG94 Coordinate system as follow [ 44650.59 E , 202428.59 N ] & [ 44673.43 E, 202414.57 N ] . How to convert those coordinate system to suit the object into my current drawing with MGA94 (Zone 50) with Civil 3D software ? Or AutoCAD MAP which partially integrate in Civil 3D might work with this ?
I'm trying to setup a title-block for everyone at my new place of business.
In this new job, 98% of our drawings are done in a single file with multiple layouts. I would like to set my template up so that things like Rev numbers and drawn by, and checked by etc., are updated in all layouts by changing just the first sheet. I also want to include a field for the drawn date so that it takes the current date (they want the drawn date to reflect the print date rather than the actual drawn date...)
I would like to incorporate attributes for things like checked by, engineer check, and such but make them so they don't appear unless you open the attribute editor.
If I want to place an object in illustrator cs6 on a specific place (for example rectangle, left above corner on X=14mm) and I fill this value in the transform field and I tap the enter button, illustrator places the object on X=14,033.
Why does illustrator do this and how can I avoid that illustrator adjusts my specific X / Y values?
I am interested in building an automated retouching system for a specific form of photography. The system needs to be able to handle a large workflow of images and create a look that is desirable and state of the art. I can see that there are a lot of systems out there that deal with portraiture etc and feel that if we could develop a similar system with actions for the specific work that I shoot it would be great.
I'm using 3DS Max 2012 and am trying to get a cube to rotate around the rotation system of a sphere sitting near by so that the cube looks like it's orbiting the sphere. The problem is that when I go to the coordinates menu and click on Pick, I select the sphere, but the rotation gizmo is still around the cube.
Here's a screenshot to show you what I mean.
See how the sphere is where the coordinates are suppose to be, but they are still around the cube?
I'm wanting to use a diffuse colour to alter the iterations in the mesh smooth modifier. I'm using the wire parameters dialogue but am unsure of how to turn the 3 point value of the diffuse (rgb) into linear (1 point) data.
Work Computer - Max 2012, Core i7 3.6, 6GB RAM, ATI FireGL V7700 512MB, Windows 7 64bit Home Computer -BBC Electron with tape player and a copy of creepy cave
How do I rotate only specific parcel labels in Civil 3D? i saw posting for v2004, but no response. I'm guessing parcels haven't changed too much since then..
I got a square at about lets say 30 degrees ; the bounding box of it at another random angle different from the 30.When I try to rotate to 90 degrees it';ll just rotate from my current position .How do I rotate to a specific angle if its posible to 90 or 0 as to get it on a straight angle and then move it to the angle I desire?
In older versions of elements I could assign a specific place tag. With elements 12 place tags appear to be referencing a MAP site. I do not want to do this, I does not flow with how I used place tags in the past.