3ds Max :: Porting Biped Rigged Character In Unity3D
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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Apr 3, 2013
I am working on (yet another) minecraft character rig xD
So i have set up a facial control panel, using blend shapes and driven keys, but i need it to follow my character. If i parent it to the head, i doesn't follow when i grab the skeleton and move the character around, and if i bind it to the neck joint, i am not able to use the control panel, because the movement of the controls are locked, since they're binded to a joint.
[URL]
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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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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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Oct 1, 2012
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.
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Nov 19, 2012
I'm intending to update my Win7 system to an SSD for the OS/applications drive, and am considering copying all files across from my current system HDD to the new SSD (using something like Norton Ghost) as part of this process. Any implications for the activation of my copy of PS CS6?
I would assume that it would not need to be deactivated, as I'm not unistalling it, merely moving it?
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Apr 26, 2009
I have a registered version of Photoshop CS2 on my HP laptop- problem is that my laptop hard-drive is failing and my OH is the process of re-building a tower unit for me to use. I can't afford to change the hard disk on my laptop at the moment and the only version of Windows that we have on seperate disks is 2000.
I know that CS2 can be run on 2000 BUT, can I re-install CS2 on a seperate machine with the license number I have and everything?I don't want to run two versions, I want to go to using the tower unit before my laptop breaks down completely and I lose everything on it! I can't afford to buy another version of Photoshop (not even the upgrade to CS4 that I won't be able to run anyway as the tower won't have enough RAM) and I don't want any problems with the Adobe systems saying, hang on, you have it installed on a machine running XP- you can't run it on a machine with 2000 as well!
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Dec 2, 2011
I've been working on embedding an Illustrator Live-Effect plugin to a new Illustrator CS5 plugin.One of the live-effects alters the text of text objects to use standardized abbreviations for place labels in maps.
I have ported the plugin using the exact same Live Effect name and the same parameter names to the live effect dictionary of the art.This in the hope that when I open the illustrator file in CS5 the effect will continue to work on converted text art.
But when I open an Illustrator 10 file in Illustrator CS5, the text object comes up with an "<Unknown>" live effect entry in the Appearance panel. And as the text is converted from legacy text to new ATE-text, the result of the live effect is also gone.
Studying the contents of the illustrator files, I find the following in the Illustrator 10 file
/BasicFilter :
(Abbreviate Text Labels...) 1 0 /Filter ,
(VisualMap Effects) /PluginFileName ,
(Abbreviate Text Labels...) /Title ,
/Dictionary : /NotRecorded ,
4 /Int (vmAbbrType) ,
[code]....
it isn't working because the name of the plugin file is different (or is it another reason?)It's a bit tricky because I have now combined several filters and live effects from several earlier plugins into a single new plugin.
It is easy to receive a notification upon opening a document and check if it's an earlier version of Illustrator.But how do I go about tracing the art tree to "upgrade" these live effects to the current plugin?
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Jul 21, 2011
I'm supposed to model from scratch or find a pre-rigged model for some animation. I found a free rigged dog model for Maya [URL] .... that will fit my story perfectly, but I want to be able to change some of the geometry of the model, like modifying the ears and tail. But I can't seem to figure out how to do that! I'm able to select parts of the dog and move it around, but I don't know how to actually change the model itself. And if I do so, will it mess up the rigging? How do I go about editing this model?
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Dec 5, 2010
I am currently making a dragon and want to drive the animation of the wing membrane with nCloth dynamics.I have seen examples of this being done, I just can't figure it out.
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Oct 2, 2012
it seems that i've got myself stuck on the eyelids. I've made a Stickman for animation training because animating interests me. After rigging the whole body and creating the face controls i bumped into a problem i just can't solve. That problem is the eyelids. I've been trying to animate the eyelids to close and to open.
Big problem = Eyes,
they are to big and stick out a lot which prevents the eyelids to close correctly. I've been wondering how they do this in movies and games where they have big eyes but the eyelids close perfectly
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Oct 19, 2010
is it possible to transfer rigged joints to another model without causing problems
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Feb 3, 2012
I have several art assets that I have already rigged, skinned, and animated. Unfortunately, the objects have to be re-sized.
There isn't a simple way to simply scale the rigg to match the new size, because then the transforms are incorrect, and the scale on the bones are no longer at 100%. Normally it wouldn't matter, but these objects need to go into a game engine, so it has to be at 100%
No, simply re-sizing the rigg and hoping to just 'reset scale' will not work either.
Save/Load animation will inherit the pivot points of the original animation and paste them onto the re-sized objects, so that does not work either.
Is there a way to transfer a rigg and save it's animation when an object gets re-sized? I'd figure that Autodesk would have made some kind of feature for this scenario, since in game production things will inevitably be scaled at some point.
It's easy to scale everything to it's new size... the problem is... how do I reset it's transforms without the rigg going bonkers?
How do I take the original animations and re-apply them to the newly scaled down version?
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Jan 21, 2013
So I hired a character rigger to rig a model for me, but now I need to update the model. Since it's a more stylized character, I thought that I could get away with a single polysphere for each eye. Now however, I've decided that in order to improve the look of the eyes I'll need to compose it of separate pieces (cornea, iris, pupil).
Here's what I had planned on doing:
1. Change the material attributes on the polysphere to be shiny/more transparent and use it as the cornea
2. Then constrain/parent the iris and pupil to the polyspheres so that they follow properly as the eye moves
I thought that this would be a good way of updating the eye without really messing with the rig, but I haven't been able to get it to work.
My questions are:
1. What's the best way to add the new pieces to the rig so that the eyes continue to function properly and how do I do it?
2. There's another method that I found online for procedurally texturing eyes that works quite well, but it requires the use of nurbsspheres. If I follow this method instead, what's the best way (if different from question #1) to either constrain the nurbsspheres to the polyspheres, or to completely replace them in the rig?
I've sent an e-mail to my rigger requesting these changes, but I was just curious for everybody's input for personal learning purposes.
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Jun 30, 2011
In my scene i have a fully rigged character, with a walk cycle animation on him. what i would like to have is a row of characters walking around. (kind of like how you see military soldiers walk around while in group). The part that is giving me the most trouble with this is getting multiple copies of the same character into my scene.
What i have tried and failed with:
Grouping my full rig and then duplicating.
making instances of my character and messing around with particles.
i have made multiple attempts at trying to use duplicate special.
the only thing that seems to kind of work is making a scene with just one character and importing it into my main scene and changing a bunch of stuff around. with the amount of copies i need this workflow just feels really degrading and tiresome.
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Mar 15, 2014
I started a new computer with LR5, and it runs fine. But, when I imported my pics from a previous computer running LR4, all the pics loaded into the new LR without any tags or processing. How can I get that info without having ot reprocess thousands of pictures?
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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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Aug 31, 2013
In Photoshop 8 (CS2) a typed character doesn't display until another character is typed or until I leave the text layer.
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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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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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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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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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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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