3ds Max :: Retime Tool Not Working With Biped Animation
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.
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.
I have a list of motion capture, those mocap didn't track the fingers so the hands are always opened. In some of these mocap I need the biped hand to be closed. I've been looking for a solution for about a day now. I think I'm in the good way which is to create a biped layer animation where the hands are closed and link the hands of that layer to the original layer. so I would be able to save that layer and apply it to every mocap animation that need to be readjusted. The only problem is that I'm not sure if it's the better way and I don't know the procedure.
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.
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.
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
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.
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.
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.
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.
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?
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
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?
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.
Is there a way to quickly assign all the Skin vertices with 0.0 weight to their correct biped link?
In my attachment there is about 50 vertices remaining having already corrected about 50 by hand. This is not a problem to do by hand however I have 20 more characters to modify after this any scripts/tips etc.
I only had Adobe Photoshop for about 2 months now. I have been using the Low Key tool in guided alot. Here recently I went to edit a photo and my reduce effect button tool will not work. I tried everything from restarting my computer and the program. I love using this tool but I can not get the reduce effect to work.
So everything is fine until I use the select tool, and then free transform a part of the image. Then my brush and eraser stop working until I save and restart the program.
I am experiencing two problems. One is the tool icons in Photoshop are disappearing on the screen. I move the cursor and see nothing on my screen.
The second problem is at other times the proper tool icon and function is not showing up and working. I select for example the pen tool and the hand tool icon show up and the function works as the hand tool not the pen tool?
I have an animation I am trying to render as a Quicktime using H.264 compression at 720x480 with just one camera. I have 4 different sound clips (wavs) loaded into the scene. When I scrub the slider, the sound works just fine. However, when I render the scene as the mov, the sound does not render with it. Do you know why this isn't working and how to fix it so the sound will render with the mov?
I am using the ProSound option and rendering the scene at 30fps. Normally the sound works just fine when I render but now it won't work.
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
Horse auto rigger not working after much of tweaking. which keys to use like trans +ins or d+v.
When i tweak less then all controls are visible other wise leg, tail,main and ears control are not visible. how to adjust the bones so that all controls are visible. [URL]
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.
I am trying to get the hand to write with a pencil. I pose the hand and fingers holding the pencil and constrain (parent constraint with offset) the pencil to the hand's wrist controller and freeze the pencil's translation attributes. When moving the wrist controller creating key frames or translating in the UI, the pencil does not follow the hand/fingers. There seems to be an offset with the pencil that get worse the farther I translate or rotate the wrist controller. I tried doing the same with just the fingers and getting the same result.
I have also added the path controller and have animated some rotations (Z axis only for now) as the assembly goes around the path.
My question is - I can duplicate the assembly via the snapshot tool easily enough and they all follow each other as expected...but how can I now copy my previous set up animation onto the new cloned assemblies?
Is there a way to copy and paste the original animation - then either time shift via the curve editor or % on path controllers?
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.