3ds Max :: Scale The Bones On Biped?

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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3ds Max :: Pose Character That Uses Biped Rig - Bones Not Following Suit

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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3ds Max Animation :: Applying Bones To Biped (Source Engine Models)

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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3ds Max Animation :: Best Way To Scale Bones?

Dec 19, 2012

if I have a rig and an object which is skinned to it, what is the best way to enlarge a bone so that certain vertices on my mesh will look inflated or deflated?

I tried to some tricks with the Xform modifier: wiring it's Gizmo controller to a slider UI control so that I could increase and decrease its size without actually scaling it, but this doesn't have any affect on the mesh. I then tried creating morph targets for the bones so that I could again increase and decrease their size without scaling them, but it didn't affect the mesh either.

It seems that the only way to get the mesh to localy increase or decrease in size is to scale parts of your rig, but that's something I always try to avoid.

3ds Max 2013 64-bit Student Version
nVidia GeForce GTX 560
Windows 7 64-bit
Intel i7

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Photoshop :: Bones...

Feb 1, 2005

I am attempting softening the skin and that the sternum's bones not be noticeable .

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3ds Max :: Make Animation Biped Manually?

Feb 10, 2011

can I make Animation biped manually?

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3ds Max :: How To Add Bones To A Limbless Model

Nov 23, 2011

I created a biped bone model for my limbless animal model I made, and I'm trying to figure out how to link the biped bones to my limbless model, so I can animate it in Motionbuilder.

how I can line the bone structure with my model and link them both together so I can animate them in Motionbuilder?

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3ds Max Animation :: Bones Not Showing On Rig

Jul 31, 2013

I'm just starting out with animating for a project. I'm trying to animate a weapon, but the bones are not showing, I've tried pretty much everything. The bone helpers are showing, but not the bones themselves: 

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3ds Max :: Can't Draw Bones In 2013

May 31, 2012

I have the student editions of both 3ds max 2012 and 2013 installed. When drawing bones in 2013, they don't show as the normal, pyramidal-looking bones, but as very hard to see lines. Is there any way to change this back to how they used to look in 2012?

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3ds Max Animation :: Controlling A Set Of Bones?

Jan 14, 2014

I have a purchased model with a "hose type" rigg, and I can't figure out how to replicate it.

There is a hose with a bone structure that has four point helpers one on the face mask, one at the top, one at the bottom and one in the middle. If I move the one in the middle it moves all the bones without stretching them...

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3ds Max :: Showing Skinned Bones Only?

Jan 9, 2012

I was wondering if there's a faster way than to manually check to see which bones are skinned and which ones aren't - the rig im working on is quite a monster (~200 bones) and there seems to be a bone skinned which shouldn't be.

Like a way to "filter" them in the scene explorer or something?

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3ds Max Animation :: Biped Unwanted Rotation Between Frames

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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3ds Max Animation :: Link Biped Head To Objects?

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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3ds Max Animation :: Biped Rotation In Viewport Not Working

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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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.

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3ds Max Animation :: How To Add Biped Into Center Of Character Model

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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3ds Max Animation :: Biped / Motion Keys Scaling?

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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3ds Max Animation :: Modifying Bone Size In A Biped?

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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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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3ds Max :: Biped - How To Make Feet Rotate With Legs

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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3ds Max Animation :: Attach CAT Bones To Model?

Mar 22, 2011

In 3ds Max i made CAT Bones for my model. However how do i attach these bones to my model? Because when in Motion Builder my model doesn't move with the bones. I also tried a biped it also didnt move.

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3ds Max :: Symmetry With Bones Using Skin Modifier

Apr 4, 2011

I have recently starting skinning my human model and everything was fine until I found out that the chest bone I have on each side of the chest isn't being noticed by 3ds Max as being symmetrical with the other bone. This means I can't use mirror bones or mirror vertices to that part of the model. How to make two bones that aren't being recognized as symmetrical by 3ds Max symmetrical? When using the envelopes in the skin modifier, when I go to mirror the bones or vertices, the two bones are red instead of blue or green to show symmetry. The two bones are relatively in the same place on opposite sides of the model. They aren't the same size but close. Is there something I need to do to make them have symmetry or is there a way to make 3ds Max recognize that you have two bones that you want to be symmetrical?

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3ds Max Animation :: Locking Bones In IK Chain?

May 4, 2011

I am working with a rig that has arms and legs in which the upper and lower sections (Thigh, Shin, Upper Arm, Forearm) are composed of chains of bones in and of themselves. I have included a screen shot to show a simplified example of what I mean.

When working FK, of course, this is no problem at all, but sometimes I'd like to be able to use IK solvers to make placement tasks easier. Unfortunately, applying an IK solver means the bones forming the upper and lower parts of the limb also bend as the limb bends. In the screenshot, the bones on the left are an example of what sort of limb I am dealing with, the bones in the middle show the effect of using an IK solver (note the bend in the upper and lower leg) and the bones on the right show what I would like to achieve using IK.

So, is there any way to lock the motion of those bones composing the upper and lower parts of the limb so they won't bend as part of an IK chain? I'm using Max 2010 by the way.

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Softimage :: How To Hide The Face Bones

Sep 30, 2011

I want to record the facial animation I did in softimage,but the face bones/objects are bugging me out.So how can I hide them for a sec?

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3ds Max Animation :: Adding Bones Just Won't Work

Apr 17, 2012

So I've come across a simple roadblock, I can't seem to be able to link the bones to the mesh. The bones pretty much move as if they were separate from the rest.

As the dozens of videos I've seen, the process is usually the same: after creating the mesh, go to Helpers > CAT Objects > CAT Parent, choose a RIG(Base Human) and add it.

So I do all that and fit the rig to the character. After that, go to Modifier List, choose Skin, click Add and select Base Human bones. In the videos, that's when everyone always goes to the motion tab, add the CATMotion Layer, and the mesh and bones move together.

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3ds Max Animation :: Animating Skeleton - Connecting To Offset Biped

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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3ds Max Animation :: Errors Saving And Loading Biped Animations?

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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3ds Max Animation :: Biped With Missing BIP File - Remove Link

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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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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3ds Max Animation :: Hiding Parts Of Mesh While Skinning Using Biped

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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Softimage :: How To Make Flexible Bones Modifier

Oct 12, 2011

I'm creating a face rig but i need a flexible modifier for the bones to make work instead use facerobot

how i can make it?

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