3ds Max :: Set Up A Path Joint?
Nov 21, 2011
The max docs refer to a <b>path joint</b> under the IK category. I need to constrain a joint to slide along a spline, but I do not understand how to do it. The docs do not explain it at all (at least that I can find).
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Jun 19, 2013
In maya 2012 n 13...the end joint not matching to parent joint...
after creating leg joints are spine joints...we set the orientation of joints..but last joint wil put NONE in option box right....after applying this the end joint orientation still in world axis instead of parent joint..
is this bug are is there any other option(other then jointOrientaion in the joint attributes)..
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May 24, 2012
I am new to the forum and in 3dsmax.
I was building some picture about a dummy using gym equipment (for example a leg extension) and I started with Daz studio pro; but working I understood I needed a software to build the equipments (there are only a few libraries) this is why I decided to use 3dsmax. Now i tried to import the dummy builted in Daz in 3ds, using the .obj export function.
the truble is: if I export the 3dsmax's design I creatd as .obj, I daz I can't see colours; if I import the dummy builted in Daz as .obj, in 3ds max I am not able to rotate joint (for example hip or elbow) because it removes the arm without rotating it (for example I would like to make the dummy held a rope).
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Sep 12, 2011
How to proxy a joint?
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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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Dec 18, 2011
I'm trying to find the most elegant (okay... any) way of making a simple half lap joint. Basically I just want it to update based on a thickness parameter or when the sketches update.
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Jun 17, 2013
I am trying to put together a transition box assembly but I am in need of a 12N U-Joint. iPart/iAssembly of the u-joint would be even better...then I won't be back looking for the smaller u-joints I am going to need later.
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Apr 2, 2008
I'm trying to set up a rig of telescoping masts where the smallest mast extends completely before pulling the next mast which extends completely before pulling the next, etc. I'm having a really hard time figuring out how to set it up properly. I want an easy way to do this as I have many different mast sets to animate.
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Sep 25, 2013
In the file attached, there's a wall roof window joint showing the following problem: It seems like the window interferes with the joint, so that it isn't right, if the window is not situated higher than the roof slab. In the picture, the joint on the left side is correct, but the ones on the left are incorrect.
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Sep 12, 2013
What I have is a Rig that has two Handles that control a joint chain each and I was wondering if there was any way to Converge both changes into the Joint in the center, because what i am trying to create is a dynamic bead loop. With it as it is the bones facing down are fine, but the ones facing upward falls to the "Floor".
Is there anyway that I can accomplish this or an easier to do this?
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Sep 14, 2012
How to make a femur/ hip joint on autodesk inventor?
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Nov 15, 2013
It would be a nice feature to have a control panel in Inventor where you could take certain driven constraints and put them on this control than hit a momentary button to make your model move. Once example would be a hydraulic cylinder. Presently, we drive the cylinder to put things into motion, but I have to access thru browser and usually add symbols to make the constraint stand out (See image). If I had a control panel where I could tie that driven constrain to it and depress a toggle/button which would activate the constrain. I would then have full control and almost act like it would in the real world.
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Oct 29, 2013
I am trying to insert a revolution joint into my assembly but it seems it does not exist. I have attached two screenshots. One is from a tutorial I am going through which contains a longer list of available joints. (More.png) The other is the assembly I am working on which contains less available joints. (Less.png)
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Feb 11, 2014
I'm trying to get a curtain wall style working, where I would have panels with a clean joint between them, of a controllable size. I'm also working with system curtain wall panels as I expect the CW style will need to work with variable profiles at the top.
My attempt so far has been to do a U-shape profile to get the panels to stop against, but this means the U is seen, particularly at the + junctions of the panels, which is not desirable. I could locally hide the mullions, but this is time consuming and I'd rather do it using a style-based method.
I've also tried doing a filter based on the CW Mullion name, and making it not visible, but this doesn't work for some reason.
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Nov 23, 2010
how to select joint hierarchy with the script
Ex : if we have 10 joints in the scene i want to select the whole hierarchy with script Or if i select 1st joint, then i want select remaining child joints with the script(listRelatives Or listConnecttion).
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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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Jan 27, 2011
I'm rigging a vehicle that doesn't quite behave like a typical train or truck trailer. And I have a question for the coupling. The rotations I want are best illustrated in the attached photo. I want to have a single axis (Y-axis) rotate where the coupling joins the cab and the trailer, and in the center of the coupling, I want to be able to rotate along the X and Z axes, but not the Y. Does that make sense?
A flexible sheathe will cover the actual coupling, so I've been using bones to try to do this which the sheathe will be skinned with. I just haven't created a rig that actually bends the way I want it to yet.
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Oct 18, 2010
how do you adjust the rotation axis of a joint. Attached is what am talking about.
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Jan 13, 2013
How to joint this corner together for becoming 45 degree corner shape?
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Feb 14, 2011
Engineering drawing with dimensions for a ball joint? A .ipt file of a ball joint actuator will be the best.
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Nov 16, 2013
In creative cloud i selected English (Arabic enabled) as a preference. I reinstalled Photoshop because I had already installed Photoshop with English as a preference. I still can't type joining Arabic letters. How to type joint Arabic letters in adobe Photoshop / illustrator?
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Jan 28, 2013
I'm designing a hinged cover for something right now that will use a pair of gas extension springs for assisted opening. I'm currently working to figure out how much force it will take to open the cover using different values of spring - it's available in 50, 100, 150, 200, etc., lb versions.
I've tried running simulations using a force applied to the moving end of the gas spring, and I've trued running simulations using a spring joint applied between the fixed and and the moving end of the gas spring, and I'm getting dramatically different results between the two. For instance, using a 200 lb force shows me that I need about 25 extra lbs of force applied to the handle of the cover to open it, where when I use that same 200 lbs on a spring joint, I need 50-75 lbs to keep the cover closed, because it will open on its own.
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Jul 24, 2013
I have an issue with a sliding joint in a simulation.Here we have a very simple box with a cylinder that slides around a closed loop curve. The curve as you will see is described by two circles and one elipse that all overlap to give a smooth closed loop. In the assemble this all works fine - you can freely drag the cylinder around the curve. However in dynamic simulation when I try to insert a 'sliding cyclinder on curve' joint I get the message that only lines, arcs and splines can be used for a curve. If I change the elipse to another circle then I don't have this problem. So is Inventor restricted to arcs of circles rather than arcs of elipses? Is there a way around this?, Do have I have to draw the whole curve as a spline?
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Jan 25, 2012
I am using maya 2012 32bit on windows.
I've painstakingly oriented all the joints in my human ik skeleton and then saved the file out as a backup. When I reload the file and go to component mode to view the joint orientations they are all messed up again. I've gone through this process twice with the same results.
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Oct 17, 2013
Now Inventor allows users to create relationships with Joint or Constrain/Assemble commands. Both of these methods let the creation of Positional Representation, but when animating them in Inventor Studio, only animations created with Pos Reps from constraints work. Animated Pos Reps created with joints don't work at all.
Is this a bug? Will this problem be fixed soon (with SP, Updates or any Hotfix), or would it be fixed in the next release?
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Jul 26, 2013
So I am trying to set up a mouth rig using joints. How would i go about smoothing my mesh, and still be able to go back and edit the joint weights without having to deal with a ridiculous amount of polygons?
[URL]....
This video kind of shows what i am looking for, the guy is editing a minecraft character rig he has. At around 4:30, you can see him editing the skin weights on a low-poly mesh, even though he tested adjusting the shape of the mouth when the geometry was in a smooth state, the video is timelapse so its very hard to tell what he did to achieve this. Note that he is also not redering in mental ray, so he is not just using smooth mesh preview.
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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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Aug 24, 2012
I have a problem with making joints in Maya 2013. When I use joint tools and try to make a chain, it won't connect and goes in random direction. I've attached the screenshot. I've just started using Maya.
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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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Jul 15, 2011
When setting up a simple FK control curve on say the wrist for example, many times the control curve isn't exactly perpendicular to the local rotation axis of the joint movement, so when we position the control curve to be perpendicular to the joint - it has a rotational value added, but the rotational handles are lines up with the rotational handles of the joint that we want to move.
Freeze Transformations: then the control curves rotational handle go back to being skewed (out of alignment with the joints)
We want to Freeze transformations before constraining the curve, but we'd really to keep those rotations control handles to remain aligned with the joints rotational handles. This will make it an exact control when animating - grab the rotational handle of the curve, rotate it, and the joint will move exactly in the proper direction.
how to get the rotational handle of any control curve to run perpendicular to the shape after freezing transformations?
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