3ds Max :: Biped Clavicles Jump To Different Position Out Of Figure Mode?
Oct 27, 2011
I have a biped that I created to rig a horse. It was originally created in 3da Max 9. The problem is that through the years and different max versions it has worked fine for the most part. But sometimes when I take it out of figure mode the clavicles want to go back to the original rotation. See the attached images.
I have used the rig in 3ds max 9 3ds Max 2010 and now in 3ds Max2011.
This problem occured mainly in Max 9 and now in Max 2011. I have had it happen on other bipeds used in normal upright biped mode.
It has a run cycle animated on it and the biped behaved the whole time it was being animated.
I recently put it in figure mode to model a saddle on the horse and now it jumps when I take it out of biped. I just reinstalled Win7 and completed all wundows updates and loaded Max 2011 and put sp1, sp2 on. A week ago I was working with it with no problems. Since rebuilding the system I have this problem.
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Feb 11, 2011
Is there a way to get the position parameters for a Biped COM to play with in Track View? All I get are the rotation parameters.
If that's not possible I'd like to know a way to manipulate the animation between 2 keyframes. The TCB parameters don't seem to be working for this.
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How do you get rid of the 3-figure cursor when in the rectangle select mode?
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Oct 29, 2013
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I updated from LR 4 using Creative Cloud installer.
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Mar 8, 2013
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Jan 8, 2013
Is there any way to edit (remove) the "Lock position" mode of a visible attribute in a block once the block has been created? This characteristic does not show up in BATTMAN for editing.
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Dec 23, 2011
why members change position once mirror has been done in Assembly mode.
1..... i complete a sketch and save it.
2....Then i open up a new assebly while in the same project and save that also.
3...I place the sketch in the assembly and then go straight to Design tab and select insert frame a PFC member.
4 Also the sketch is fully constrained before going into assembly.
5..Now all mitering has been done.
6 Problem is when you Mirror the PFC in the assembly after picking a face or plane they change....................?
7 They mirror but swap ends and the miters are opp hand.
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Oct 4, 2012
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Jul 12, 2013
Is it possible to setup a block so that an attribute position remaines fixed (absolute to drawing) when moving the block?
I've been playing around with creating a Coordinate Block by following these instructions: [URL] ........
What I would like is to be able to set the position of the Coordinate Label and Coordinate Object independently, so that if I move one in the drawing, it doesn't move the other. I've looked into Dynamic Blocks, and the "Lock Position" parameter. I can move the attribute independently, but still everytime I move the block, the attribute moves too.
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Dec 5, 2011
Is there a way to scale the bones on the biped or do you do that manually? and if you could do it manually will that mess up anything in the rig? Am trying to scale the bones to fit my mesh so the joints move correctly
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Feb 10, 2011
can I make Animation biped manually?
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Feb 11, 2011
I need a biped to stay still in an animation for a few frames. What I'm doing is say I copy a pose from frame 10, then I want the biped to remain still until frame 40. So I paste the pose there and fix the feet keys. As a result the biped position is the same in both frames, but when I play the animation I get some unwanted rotations between these frames I can't get rid of.
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Mar 13, 2011
how to link a biped's head to an object? I can link it to other objects as the parent, but I need the head to be the Child.
I'm trying to animate a Terminator robot model I found here (it was a free download):
[[URL]
The model is rigged to a biped, and I'm trying to animate its head to follow the exact movements of a person's head in some footage I shot. I used PFTrack to motion-track the person's head (using geometry tracking) and exported the track as a MaxScript. So I run the script in Max and it produces a camera and head model which exactly follows the movements of the original person.
how can I link the Terminator's head (or rather, the biped controlling the Terminator's head) to the animated model? Better yet, how do you link a biped's head to Any object? I can link any object TO the head, but I cannot make the biped's head the Child. How to do this? I also tried using Select IK Object in the Motion panel, which works for other parts of the biped, but not the head.
3ds Max 2011 x64
Core i3, 4gb DDR3
Windows 7 x64
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Jan 21, 2013
I'm having a strange problem using loaded .BIP file on a biped in 3D studio Max. The biped doesn't allow me to make rotation and translation changes on the head, attached bones and the feet and hands. This only occurs in the viewport!
Altering the rotation and translation keys in the biped workbench editor works fine. but obviously not very practical . I already tried to add a new layer above the current biped animation. But without successful results Also exporting the animation to a .BIP file and reassign it to the biped didn't work.
One thing I have done is using the motion flow system. After finalizing the animation I created an unified motion which is available in the flowgraph options. In order to convert the motion flow structure to real keys.
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Apr 28, 2012
New Retime tool feature in Max 2013; when i tried with biped animation, its not working, but it works with every other object. Workflow which i followed:
1.Selected all the biped parts.
2.Open curve editor. (it shows all the animation keys and curves)
3.Applied Retime All (Retime tools shows up)
4.Double clicked to create start and end marker.
5.Now, when i move any of the retime marker, the keys are not responding, only the marker moves and there is no change in animation timing too. everything stays same.
does the retime tool is not applicable for biped. I tried the same procedure with other animated objects. It works fine.
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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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Feb 28, 2014
I'd like scale my biped animation. I have 200 frame mocap animation, all frame has keys. I want scale it to 72 frame. I found how can I scale the keys, is ok, but after scaling the bip01 bone jump there and back.
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Jan 24, 2014
I have created a model of an alien, and I wish to rig it upto a biped. The reason I would like to be rigged to a biped opposed from using bones is because I wish to apply motion capture files to the biped from iPi Mocap.
However, the problem I am having at the moment is that because my model is an unorthodox shape, and does not follow the figure of a human, is how do I modify and change the sizes of each individual bone? I've tried using the scale tool on the bones to no avail, as well as searching through the options. Are there values I can change to make them bigger?
In the picture I have attached, you can see that the hip on the biped, is significantly higher than the model, meaning that when it comes time to skin the model, it'll think that the aliens body are part of the legs.
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Aug 23, 2011
Lately I've been trying to pose a character that uses a biped rig, and things have not been going very well. For some reason, every time I try to position a bone, such as the pelvis or part of the spine, only that bone rotates or moves and nothing else in the whole skeleton follows suit with it. So I get all this weird stretching of my model as only the pelvis is rotated and nothing else, or the neck is very far down below the top of the spine. I know that it wasn't always like that; one thing is rotated and everything else goes with it. I don't recall having to link and re-link Biped bones.
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Sep 14, 2011
I am trying to make a game with max 3ds 2011 biped rigged animation.I use unity 3d. So how should I do it?
Or if you know any better game engine that can import 3ds max characters with animation?
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May 14, 2013
I haven't used Biped in years... strictly CAT.
Now I'm using Biped and I'm rotating the upper leg but the feet are staying horizontal to the ground.
I can't see how this is a useful function.
How can I get the foot to act like a true child of the leg AND ROTATE WITH IT?
I really don't remember Biped acting like this in the past (although it does in 2013 -- since I just checked).
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Aug 1, 2013
I am animating a skeleton. As a result, I'm not using physique-- I'm just connecting different mesh objects to different bones in the biped, and I'm good to go.
Here's my issue: I don't want my biped inside my mesh. I want to stick it off to the side somewhere where it's not interfering with my actual mesh, and I can do my links easily by just dragging over to them.
Naturally, when I do this, things rotate around the biped's pivot point rather than where I want them.
Is there any way to offset the biped-- just for interaction, and visually? I just want it outside of my mesh so I can animate the biped without having to look at it all merged up with my mesh.
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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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Jun 1, 2011
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?
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Dec 17, 2013
I am trying to find out if it is possible to hide parts of a mesh while I skin certain parts of a mesh using biped . Here is what I have tried. Below my skin modifier on my stack is my edit mesh. I open up edit mesh and select the faces I would like to hide and hide them .Then I return to my skin modifier and skin parts of my mesh. but then I reliased that my biped is no longer skinned to my mesh if I hide a porition of the mesh. Even When I unhide the faces the mesh is no longer skinned to the biped. The biped moves but my mesh no longer follows. I tried deleting the skinned biped bones on the skin modifier and re adding them but it still did not do anything.
I know there must be a way to hide parts while you skin. By the way I am using MAX10
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Mar 20, 2011
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in one of the lighting symbol which is 1200mm in drawing of the full size scale 1:1.
so i want jump 1:1 scale to 10:1 scale
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Mar 29, 2011
How can I apply my biped to the bones of a diffrent model? I have tried the Position and Orientation constraint bit with the second one my model messes up. Are there any different ways to apply it?
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