3ds Max :: Control Modifier With Helpers Or Bone?
Aug 25, 2012
Is it possible to control a modifier with helpers or bones?
For instance, I want to use Bend modifier but I want to control the Angle or Direction by moving a bone or a helper.
Windows 7 Ultimate x64
3Ds Studio Max 2012 x64 - Student Version
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May 4, 2011
I have a figure with an oxygen mask attached to his face and an air pipe leading from the mask to a tank on his chest. I've added bones coming from the head for the mask and pipe and I need to fix the bone at the end of the pipe to the tank so that when he moves his head the pipe flexs but the end doesn't move from the tank. Hopefully that is clear
Is there a way to constrain the end of the pipe bone to possibly the rib cage bone? So they move together? With the pipe being flexible in between.
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Nov 8, 2011
I just sat down to use 3Ds Max '12 for the first time today after upgrading from 2010. This will probably be a simple fix, but I can't get any text to cap with the extrude modifier or bevel modifier. It happens with every typeface I've tried. I even tried using the cap holes modifier. Never had this problem with previous version of 3Ds.
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Mar 26, 2013
I haven't done any character rigging/animation for a while, so this may just be me forgetting to do something. I've never had this happen to me till a couple days ago, but I'm having issues exporting a character with animations with standard bones, and using the FBX exporter.
The rig doesn't have any spiffy IK controls or anything like that. Just a super simple rig with just bones and a skin modifier on the model.
When I try and export the model with the animations I get two errors. One says it detects animation controllers that are not directly supported and that I should just bake the animations into the model on export. It then lists all the bones in the system I'm exporting. I would prefer not to do this, as some of the bones need to be referenced for a script inside Unity.Here is specifically what the warnings said.
#1 says: Warning: Unsupported controller (39)
The plug-in has detected one or more animation controllers that cannot be directly supported. Using the Bake Animation option may better address these limitations. The following nodes are affected:
-CTRL_MASTER
-Bn_Master
-Bn_Spine_01
-Bn_Spine_02
[code]....
#2 says: Unsupported Parameter Curve Out-of-Range...The plug-in has detected Unsupported Parameter Curve Out-of-Range animation types. Use the Bake Animation option to avoid unexpected results.
I suspect this one has something to do with the curve editor (as I did tweak some animations in it and at one point had "Out of Range Types" enabled to loop an animation). At this point, I have changed it back to be linear though so it doesn't loop.
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May 5, 2012
I attached a biped via physics to a simple character mesh and made the envelopes fitting like I want them. But here comes the problem. If I move the thigh or calf, it doesn't matter, the mesh starts to spinning around the bone of the calf and I just don't know how to fix this.
The spinning is almost not to see if the thigh gets moved though. I attached two pics and hope that the problem will get more clear that way.
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Dec 29, 2011
I have been recently trying to simulate the appearance of rotting flesh or being able to see someones bone through their skin. I've done this with skulls on peoples faces but am having trouble with arms. making the edges appear burnt around the bone so that it looks decently real?
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Sep 28, 2012
i have a problem with 3DS Max 2011. When I open it up, an error appears that says:
"XAML Parse Error: Error parsing Xaml file: root element is missing."
I then proceed to click 'ok'. Another dialog box appears saying:
"Reset Ribbon? The main Ribbon configuration file is probably corrupt. Reset to factory defaults?"
I click 'Yes', and 3DS Max starts up without any noticeable problems. However, when I open my project and attempt to place bones into my model, the bones do not place properly (it seems that they are being placed along a random axis and they are stretched out. Not only this, but upon placing a bone, the ViewCube stops working. It is still present on screen, but i cannot interact with it.
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May 6, 2012
Since bipes didn't work out for me I switched to regular bones which work just fine. But now I got the problem that the calf bones right and left are starting to shrink if i rotate the joint. I have a similiar problem with the feet. If I rotate the calf the feet start to grow...
I attached two pics to show the problem. What the heck is causing this?
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Jan 29, 2013
I have an old figure that is high poly and skinned to a bone skeleton. I want to rig it to a CAT rig for some of its quick animation features. Ultimately I want to be able to export the model into UDK to learn 3d demonstration and game development.
I have aligned a CAT rig to match the bones of the old figure. If I select and link the bones to the respective bones in CAT rig I can get the figure to animate perfectly and quickly, but when I export to the UDK through FBX the figure is severely distorted. I've found that the old rig needed to match the rotational axis order to the new CAT rig bones which worked a little on several of the limbs, but the initial translation of each bone does not get transferred giving an offset to the bones that still distorts the figure.
I want to rig the character with the CAT, but the figure uses painted vertex weights. I could spend an immense amount of time to try and replicate the quality done by the vertex weights, but if there is a tool or script that could speed up the process. I am looking for a tool that would be able to transfer vertex weights between bones. Ideally I'm looking for a workflow like so
1. Load figure
2. Add CAT bones to skin
3. Edit envelopes
4. Select bones or vertexes to copy
5. Copy vertex weights
6. Select bone destination
7. Paste vertex weights
The paste should then delete the influence on the original bone to complete the process.
I've seen something very similar to what I've been needing from this artist that goes by the name of Sun Dawei. A search for "Dawei Sun transfer vertex skin weight" minus the quotes gives you a video that would visually show the process I'm looking for. I don't know the policy on putting links for videos that I don't own so I won't put the actual link here.
I would like the script that Sun Dawei developed, but I could not find a download for it. He might have wanted to keep his work private, so I'll respect that.
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Jun 7, 2011
I have already done a smooth bind on my mesh and painted weight maps. But then I realized I need to add a bone into the joint chain. It is on an extremity. Is there a way to add a bone in after binding without having to unbind and redo weightmaps?
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Nov 8, 2012
Using AutoCAD 2013 and TOL command to generate feature control frames. We set our lineweights based on layer assignments.
Problem is that when printing, AutoCAD seems to randomly assign a lineweight to the feature control frames. It can vary from what it's supposed to be (such as lineweight set for the dimension layer) or thicker than even what the object lines are set at. Seems to pick a random linewieght at time of printing for these elements (just the boxes, not the symbols/text itself).
Is there a setting we should be defining somewhere to force it to follow the lineweight of the layer that it has been assigned to? Known bug?
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Jan 4, 2011
I did the bones, but as you can see in the picture, the rotation not along the bone, is according to xyz, might be because i freeze them?
How can i rotate the bone accordingly? is there a way to rotate it local, and global like in Softimage?
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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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Jun 23, 2012
I currently have a model made of a few different meshes (head, body, upper/lower arms etc...) which I have linked together. I primarily animated by rotating the joints of the model, but it just isn't cutting it anymore.
Is there anyway I can create a bone system that uses the meshes as the "bones"? I'd like to be able to do that so I can change the models for every part of the robot seperately in my game by changing the mesh associated with the bone. I've tried searching google and youtube but I'm not really sure what to search for.
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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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Mar 1, 2014
I made and rigged some bones to animate a mech a modelled. However, after rigging I realised that one of the bones was too short, effectively making the 'thigh' pivot around an area lower than the 'hip'.
Is there a way of lengthening the bone, or do I have to delete it all and start again?
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Jan 10, 2014
So i was skinning my 3d model and when i started keyframing different leg poses this is what happened to my bones in the leg.
How do fix this without really having to reskin the whole model
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Mar 8, 2011
I have the situation in the attachment photo.
I want simply scale the root of the hand skeleton, but if i use "scale" it scales also the cildren...
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Oct 9, 2013
I am currently working on a project that requires me to keep an object centered between a biped's hands (like a floating fireball or a box). I need to be able to move the hands around and keep the bone averaged between them. The position and rotation need to be averaged for the bone, but not scale.
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Aug 23, 2013
I've created a mech robot and now I want to create a rig for it. But the problem is, that none of the joints are 'ball and socket joints'. So the joints can only rotate in one dimension, like a typical mechanical joint. My first solution was simply locking two out of three rotation axis for the bones and this works fine for FK animation. For IK animation however, it doesn't work. The locks are simply ignored.Is there any way to lock a rotation axis for an IK bone system?
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Sep 9, 2011
Best way to keep clusters in alignment with bone rigging. I'm trying to parent clusters that control facial movements to the head bone of my skeleton so as when I move my character about the clusters retain there position in relationship to the face.
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Aug 13, 2012
I am trying to rig a character, and when I place the bones with the joint toot they are very small. So I went into the tool settings and upsized the radius for all of the types of bones. But then when I go to make the bone again it is still the same small size.
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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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Nov 21, 2013
I want to know after rigging why should i orient joint in the attribute editor using the channel "joint orientation". Because i can easily fix the rotational axis after rotating the bone and freezing transformation.
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Nov 10, 2011
Any way to do the skin conversion to muscle system WITHOUT converting every single joint to a polygon bone object. I'd prefer to manually create the muscle bone objects from only the joints I plan to use for the muscle system, and then do the skin conversion using only those joints already converted. Basically, I only need a few muscles in this system and therefore only need a few polygon bone objects, but as far I can tell, there is only one way to do the skin conversion and it automatically converts every joint that the skin is attached to.
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Apr 18, 2011
I'm using the UVW unwrap on a plane I am currently working on. The bitmap is the exact same size as the print screen of the flattened map but when I bring in the bitmap to match up with the unwrapped modifier the bitmap is completely skewed to shit.
So I uncheck Use Custom Bitmap Size and then it does this. It makes my object much wider than it actually is and there is no way to adjust it because the scale tool only works on the whole object at the same time and not just one axis.
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Sep 29, 2012
When the modifier panel is active, all of my hotkeys are different. i.e, "q" which normally activates the select tool, switches toggles quickcut instead. How I can turn this off?
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Feb 3, 2012
I have an object that moves right-to-left on the X axis. I've applied a flex modifier to the object and disabled "Use Weights". So now I have an object that moves with a slight sway/spring behavior.
But what if I want another object to be linked to this object and thus inherit it's flex behavior?
It seems that the flex modifier doesn't affect the object's Gizmo at all, even though it moves the object from it's original position.
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Nov 20, 2011
Is there a way to mask a modifier with a gradient/falloff map, bitmap or vertex paint map?
For example, i want to mask with a gradient falloff the Houdini Ocean Toolkit modifier, to affect only a portion of an object...
How can i do that?
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Dec 22, 2012
What is the proper way to apply the symmetry modifier to a sphere ? I created this custom android bot. After I create a sphere with hemisphere I create the eye and split the sphere in two then zero it out on the grid. Then I apply the modifier. When I do that it does not project the other half of the sphere even when it's on flip and x axis. The mirror part is kind of on the back side of the sphere. What happens is I have to rotate the mirror part to line it up and up the thresh hold a lot to get the back side to connect.
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Sep 5, 2012
I have found that MultiRes often crashes Max when you press the generate button.
Attached is an example scene with a simple mesh. If you apply a MultiRes modifier to it, press Generate, then press Generate again, it crashes Max.
It has happened in the past too with other meshes. What it is about some kinds of meshes that crash the MultiRes Generate function.
Common steps that have not solved any problems:
# Reset XForm
# Convert To Mesh then Convert to Editable Poly
You may ask why not simply refrain from clicking generate twice. The reason is that I discovered this while troubleshooting game export tools where the MultiRes modifier is programatically told to Generate at different points for various reasons. The automated functions do not know if it was ever already generated.
Some suggest using ProOptimizer (which I often do) but the functions I'm working with are being used by people who don't always have access to ProOptimizer... and there are times where MultiRes actually makes better results.
what things cause MultiRes to crash?multires_mesh_crash.zip
3ds Max 4/Gmax - 3ds Max 2014
Mudbox 2009-2011
WIndows 7 x64
i7 930
12GB RAM
Geforce 480x2
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