3ds Max :: How To Add Animation To 3D Botanical Tree Mesh
May 9, 2012
I used ReconstructMe to scan a botanical tree (with a few of trunks and leaves). The result I got is a 3d mesh botanical tree. I open them in 3dsmax. Now I want to add the motion to each leaf and trunk. I am beginner in 3dsmax.
By the way, I think all the trunks and leaves are considered as one object. Do I need to break them seperately and add animation to each of them?
I read some tutorial for character animation, which use biped or skining. However, they are used for human, aren't they? I wonder if I could apply biped/skining for botanical tree since their structure are different.
I'm animating a scene with a lot of trees in the background. I'm using forest pack with proxies of xfrog trees. The scene needs to look as realistic as possible but unfortunately, even though they are proxies, the trees are killing my render time.
Any good way that I might be able enhance render time but keep the quality? Maybe another solution to placing trees without using forest pack/proxies?
Ive got this mocap that i applied onto a model in which i used a biped and i also use layers to optimize it. Im trying to attach a gun to his hands in order to make him run like a soldier and i know i can use the Key Info tab however because i am using layers, it wont let me. Plus i can only attach it to one arm and the other arm ill have to position it myself. Is there a way to bake the animation into the mesh and delete the layers and work from there?
I have a humanoid mesh (it was originally a editable poly, but I think I converted it to an editable mesh), and I have a bipedal rig (the Man variant of the default) that is fitted to the mesh. I just cant figure out for the life of me how to attach the mesh to the rig. All of the tutorials I've seen are for older versions of 3ds, and use physique. When I apply physique to the mesh and hit "attach to node" nothing happens, and its all downhill from there. Could one of you good people point me in the direction of a tutorial for 3ds Max 2013?
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.
I am currently working on a project with a mech, I have the leg modeled and partially rigged as seen in the picture below. My issue is that when I move the leg the cables (I'm mostly concerned with the ones in the front) don't deform with the mesh of the leg, like it's resting on top of the leg. I know why the cable isn't going with the leg mesh thats obvious, but I can't get it to go with the mesh.
I've tried reactor, and I haven't even been able to get the cables to come up in the preview window, I tried using a soft body for the cable and rigid for the leg. Another issue I was having though is I was wondering if it was possible to use something other than reactor so the cable moves with the leg in the view port, just like bones moving other parts in real time.
So to try achieving this is actually went and created a bone system for one of the cables and tried applying a skin modifier to the mesh, I feel like this would work great, except I haven't figured out what to attach the bones, or mesh to.
The first picture is the leg in a neutral stance, the second is showing the leg moving and the cable just sitting there. The one I'm particular about is the one in the front with the "U" dip at the bottom.
I'm running 3ds Max 2011 x64
Intel Core i7 CPU 960 @ 3.20GHz Windows 7 Ultimate 64 bit ATI Radeon 5900 Series 3DS Max 2013 Maya 2013
is there any way to delete a mesh based on frame? I have an object that fades to nothing after it's use is done, at frame 3000 say, and I was wondering if there was a way to just delete the mesh after that. Normally I would use vol select and a deletemesh modifier, but those seem to mess with the Pathdeform WSM a fair amount. This is really more for the sake of optimization, since that's around a million polygons that are still there, and making my poly count look silly high. Currently using the visibility track to make it vanish.
i have a rigged single mesh character, but now for a video games i need to separate mesh in submeshes. (For example i want to separate the right and left hands from the body). So how can we break the mesh without breaking the rig and the vertex skinning?
I would like to use the same bones to skin a mesh in two different ways. I would like the first weight map to handle how the mesh reacts to the influences' transltes and rotates, and a second map that handles how the mesh reacts to the influences' scale.
I have a simple head rig that I am working with (chest, neck, and head bones) that I can't get to deform correctly. It is a very high poly model (tris) because I imported it in from Leonar3Do so the skinning was very basic.
Anyway, I linked the eyes to the head bone and when I move the head bone the eyes follow it correctly but the mesh deforms very slightly so as to keep the eyes from being lined up with their sockets. I can provide the file if need be.
I think i may have a 'major' problem, when i do a detach skin, the skeleton is ok but the skin changes size and direction as well as place, i think it's because i resized after the first bind skin, now i'm trying to reset bindpose but doesn't seem to affect the skin, i need to fix this so bad and i feel like i'm between a rock and a hard place, is there a way out of this mesh?
How can I smooth bind a mesh to the skeleton and have everything start out at 0. (so basically nothing gets moved by the skeleton.) So that I can add the weight wherever I want manually.
I have a single-mesh model, pre-rigged and textured. I am trying to export it into a format which has a bone-limit of 59 bones per mesh. This model, however, has over 100 bones.
I'm really not very good at doing rigging from scratch; someone else rigged this for me. I need to split up the mesh, so the model meets the less-than-59-bones-per-mesh rule.
Is there a way to do this without destroying the skin modifier, and having to re-skin the whole thing? I'd like it to end up as several meshes, which all work as one in terms of rigging.
Skin modifer, skelleton has moved outside the mesh.
I flick the light on and off on skin modifier, when its off the skelleton fits the model perfectly and when it,s on the hand and arm has been liftet outside the skel.
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
i'm trying to use the wire tool deformer to sculpt some mouth shapes on my character but when i turn the wire tool on the faces of my mesh around the mouth area dissapear,I can still see the wireframe but the faces dissapear, I tried to turn down the dropoff distance attribute but to no avail.
I'm working on a animation with a female model. It's a simple animation which I did with a couple of soft modification points. After that was done, I created the UV texture in Photoshop. At the point in the animation that the soft modification points deform the mesh the texture goes all crazy.
I know why that is, because the UV is projected and is not stuck on the mesh yet. I've worked the wrong way. Next time I will first add the UV texture and then animate the mesh. Now I'm having a duplicate of the model and deleted the history. The UV sticks on that mesh, but the softmodification points are also deleted. So the mesh doesn't deform anymore.
I've tried a lot of ways, but didn't find the solution yet. That's why my question is. How do you copy/reconnect the soft modification points on a identical mesh with a sticking UV texture? It's the same polycount, so I think it's possible. I've tried connecting the soft mods in the new mesh in the Hypergraph, but I didn't know which atributes I should connect. I also tried to bake a simulation, but Maya says he is calculating, but I can't see if it is working and how long it would take. I tried to export the animation and import it in a new scene with the history deleted model, but that wasn't the solution either.
I don't know if my story is all clear, but this i my goal. I want the animation on a model that has the UV texture sticking on it. What is the best way to get there?
I have a character who is wearing a vest with buckles on the side. Binding with skin weights creates distortion of these buckles, so it's not a good solution. So I'm experimenting with Duncan's Parent To Surface script: . It seemed to work ok until I noticed that when my character bent forward or backward the buckle di...
When i import the skinned mesh from Maya (v2013) to Unity (v3.3) in FBX format, it becomes dark - the object is lighten only in the middle (by the directional light).There is no problem like this, when i import the same mesh, but not skinned to the joints.I tried all options of skinning (Smooth Bind, Rigid Bind), all settings of export to FBX,- no change.
The meshes are imported to Unity differently: in the the skinned mesh object, the mesh component is attached to the main joint object,and in the not-skinned mesh object - to the mesh object.
The dark mesh can be lighten with several directional lights, but then it's colors are uneven and they flicker when the object animates.
I've created my blend shapes and in the process of creating states for for the master button control. When i assign a state the slave mesh moves from it's position far off into the scene but the the state is applied to it. My question is how do i get the slave mesh to stop moving when i create a state and assigning it?
I have an assembly that has somewhere a hole with a round bar that exactly fits in this hole. But when meshing the assembly, the mesh of the hole and the mesh of the bar are different.
The result is that the different parts do only seem to touch each other at the edges of the mesh, resulting in high stresses.
See picture.
I tried to made a derived part from the assembly, but that one does not finish meshing. After 48 hours, the progress bar is still half way. While the one above did finish in about 15 minutes. What can I do to make the meshes match?
I thought they were supposed to appear when the Polygon shelf is selected? I don't see them. In fact, when I select different shelves the menu items on the right half of the task bar don't change at all. Is this normal?
So I am trying to take an image of a tree trunk (or a school desk, or a wooden door) and "carve" a heart with some people's names into it and make it look somewhat realistic, as if they carved their names into it themselves.
I am not completely new to photoshop, I can find my way around and have edited several other projects. I am, however, completely stumped on how to do this one. Please help! Let me know if you need any more info.
I have this photo of a tree in the forground, with a house behind it. I want to remove the house from the photo, would it be easier to select the tree and put it on a different layer or select the house and remove it. ? What is the best way to select a tree like this? I have read that the pen tool is not the correct way to select trees and leaves.