I need to rig two objects together that follow one another the same way a train car or truck-trailer rig would. I've Googled for days and have tried several different constraint and skeleton options but haven;t been able to figure this out yet.
I'm currently rigging a character who is standing in a relaxed pose. Everything works fine until I get to the hands. The hands are also relaxed and a bit bent which makes it a bit hard to get the joints exactly where I want them. I have to jump between every viewport view to tweak the joints.. and it's rather tedious. I've read on several animation forums that people prefer to rig a character in relaxed position and that the T-pose is pretty much outdated. I watched a video from Naughty Dogs (the studio behind Uncharted game-series) and apparently they rig their characters in relaxed pose.
Best way to keep clusters in alignment with bone rigging. I'm trying to parent clusters that control facial movements to the head bone of my skeleton so as when I move my character about the clusters retain there position in relationship to the face.
I am almost done with my model. He is in a naked state for the sake of making sure the anatomy is correct. I am preparing to rig, texture, and animate him. I plan on modeling the shirt and pants separate and use Maya's nCloth for those. I have also modeled glasses that are a completely separate mesh that will need to follow every movement of the head of my model.
Here is my issue, I am puzzled on how to model my shoes and socks.
1) Should i model them as part of the legs to eliminate further animation? 2) Should I model thee shoes and socks separate from the legs?
way to form a hierarchy where i can model everything individually and then make the main body rig a parent to everything secondary (shoes, socks, glasses, etc...)?
I am having a problem while rigging a series of characters modeled by my company. I have set up a reverse foot and a no-flip knee (Art of Rigging Vol. 1's method). The leg functions properly, my attributes work fine, but I am not using a pole vector for the knee and when I raise the foot control the knee pops out to the side.
I never use a pole vector, I use a knee twist attribute. However, even after experimenting with a simple pole vector constraint on the ankle/leg IK to a locator, this still happens. I have had to counter animate the knee on the last 4 characters because of this.
Unfortunately, these models aren't in a true T-pose, the legs are wider than the hips, and the toes and knees are pointed outward. I create the bones, then orient the rotation down the chain so the orientation is correct--- I'm wondering if this is happening because the leg bones aren't going straight up and down, but more trying to follow the contours of the model. And no matter if I use a no-flip knee, a pole vector, or what, the knee STILL pops out to the side. It's making animating these models a pain in the butt because I'm constantly counter animating the knee so the leg is straight on simple things like run cycles.
I'm pretty new to the whole rigging and skinning process, so in order to skin my model I've used the Interactive Skin Bind Tool (Skin>Bind Skin>Interactive Skin Bind Tool) which so far hasn't caused any problems. But when I started to modify the weighting on the geometry it appeared that the weights are reversed meaning that when using the Interactive Skin Bind Tool (Skin>Edit Smooth Skin>Interactive Skin Bind) on the left leg, I actually modify the weights on the right leg and vice versa (see image below).
I am having issues with rigging a simple character in Maya 2013. I was able to set up the joints and the skeleton but when I move the joints to start animating, the model moves separatly from the skeleton. It seems to be moving in the same direction but exponentially more than the skeleton, creating separation between the model and the skeleton. I am new to rigging and was going off the tutorial and am stuck at this point.
how to create a skeleton for just a simple cylinder. I use the joint tool and create the joint in the end, in the middle, in the other end. I use the smooth bind to bind the skin with the skeleton, and then ik handle tool selecting the both end joints. But when i move the ik handle the object will not bend even though the skeleton is bending. I can only point the cylinder in the direction i want it.
I am modeling a (simplified) human brain. I have used paint effects to draw its surface and afterwards I converted them to polygons ( Actually I used this tutorial URL.... ). Is there a possible way to convert these tube - like polygons to rectungular shapes? I want in a future step to make an animation where the brains topology transforms to walls and corridors.
I am trying to make a exaust pipe for a semi i am making in autocad 2006 and the pipe bends at the top. so i was wondering how can i bend a 3d cylinder/pipe?
Basically, I have one dummy that controls the position and rotation of the chair. As the Chair goes forward or backward, the casters will need to swivel around and would be following the chair from behind. Likewise, when the chair rotates, the casters would swivel and follow from behind. Would this be Wire Parameters?
I am rigging a car that will definitely change at a later stage. To avoid having to redo a lot of work, I am using the Xref Objects option to bring the car into a new scene. In the new scene I have built my rig with all my controllers etc. I used simple linking to attach the various pieces of geometry to the rig. At this point everything works great - wheels turn and steer, body rolls, suspension works. I hit save.
Now when I close Max and then open the file again, the geometry has jumped all over the place (see the image attached)! I have tried various things to fix this with no luck...
I have reset xforms on all the original geometry, aligned the pivots so that they match exactly to the controllers they will be linked to, checked scale to make sure everything was at 100%, I have reset transforms. None of these solved the problem. Is this even the correct method to rig?
I have an imported set of models. Part of the set is a rubber straw that has a plastic tip attached on one end (please see attached image). I need to animate this bending and also being clasped (squished slightly) later in the animation.
The tube and tip models are currently body objects, I am reluctant to remodel the tube as it has text detailing across it. The tube material should have a slight rigidity similar to a garden hose (ie if you held it in our hand it bend down, but would maintain it's shape more if you held it nearer the end). I don't need to animate it too much but it needs to start coiled up, then be uncoiled, then bend slighly in the middle. I have tried making a SplineIK animation which just made the tube pivot on one end. I also tried an HI solver and this did the same. I have also tried to use the Bend Modifier but this does not seem versatile enough.
The second part of the animation I need to add two clamps to the tube and show the two clamped points squishing the tube slightly, which I am also struggling with.
3DS Max 2014 x 64. Windows 7 Pro 64-Bit, 2 x Intel Xeon 2.93GHz, NVIDIA Quadro 4000, 24GB Ram.
I've been building a robot for a while now and I'm stuck with one of the shoulder mechanisms. I'm trying to link one sphere to one shoulder blade, and the second one to the outer shoulder blade. So I could move the outer shoulderblade, and the 4 balls touching that side would move along with it, but would just rotate and not be transformed or the mesh changed any way. When I move the inner bigger shoulder blade, the whole thing would move as a whole.
Any way to get the same squash and stretch (preserving volume) results using 3Ds Max CAT and the Skin Modifier. I heard that using an Expression Controller is one way of doing it but where to find documentation or tutorials on the process.
Moving the Global Control moves the entire rig - Awesome. Rotating the Global Control rotates the entire rig - Also Awesome.
But when I scale the Global Control, the bones associated with the arms don't scale. To clarify: The arm bones still conform to their position/orientation constraints, as well as the IK chain, but they remain the same size upon scaling.
I'm following along with Delano Athias' "Character Rigging for Production in 3ds Max", provided by Digital-Tutors.Upon closer inspection, the IK side of things also moves when rotating. Almost as if the swivel angle is changing (currently its parametres are wired to an arm Control)
I've created a model of an iPod Nano fourth gen (wich is no where near perfect). This model has a lock switch as a seperate object. What I'd like to do is make a slider helper object and when I move it, the lock switch gradually goes from locked to unlocked. I don't know how I'd have to make this except for the fact that I'd probably have to use a script controller for the position of the switch and have the script work in the parent's (the iPod body) local coordinate system. But I don't have enough knowledge of MAXscript for that and maybe there's a diffrent approach.
I'm a cartographer not a 3D modeler! However, I've been tasked with creating a simple animation of a two-axis solar PV panel as it tracks the sun across the sky during a single day.
I've got everything modeled but don't understand how to constrain and establish the motion relationships - IK chains, rigging and such. See attached image for my needs. I believe I have the rotation pivot points established.
Coming to my specific issue as hinted in the title above:
*I have 3DS Max 2011.
*I am working on a soldier model. The soldier has a rifle as his weapon. The soldier + weapon model, after animation, will be exported to a game engine.
*Some of the animations that the game needs are: -Reloading the rifle from a standing position. -Shouldering the rifle and firing from a standing position. -Fixing the bayonet and stabbing forward. Etc etc.
*The game needs several different soldier models (each with its unique uniforms). But the weapon for all the soldier models is the same rifle.
*Thus, it would be advantageous if I animate the soldier and the rifle together but export the animations to the game engine separately (i.e., the soldier animation separate from the rifle animation.) This way I can connect different soldiers with the same rifle in the game.
* I am done with the low poly models for both the soldier and the rifle.
*I have rigged the soldier model and skinned it. The walk cycle looks decent. I am using CAT by the way.
*Now the question is, how to connect the rifle to the soldier model so that it will be easy for me when it comes to exporting the animations.
*After going through a lot of posts here and YouTube videos, my vaugue thoughts are along the following lines:
-Create two dummy helper objects and attach them to the soldier's hands. -Attach the rifle to the dummy objects. -Animate the soldier. The rifle,through the dummy object linkages, will follow suit.
1* Does the above plan seem workable?
2* When connecting a dummy object to the soldier do I use a "Link Constraint" or an "Attachment Constraint"?
3* When connecting the rifle to a dummy object do I use a "Link Constraint" or an "Attachment Constraint"?
4* Once I am done with an animation ( say reloading) how do I split the combined soldier + rifle animation into two to be saved as soldier animation and rifle animation separately?
I am new to rigging! I have the hook working how i want, it is just getting the boom cable and arm to work that is giving me trouble (they create the triangle you can see in the images). I just need it so that if i rotate the arm then in pulls the cable, which in turn pulls the end of the boom, while keeping the other end of the boom fixed (the cable doesn't change length, it is always in tension). I have been messing around with IK solvers but i really don't have enough time to mess around with trial and error!
I am having trouble rigging my character using the bone systems in 3 ds max. I boned out the front leg and cloned the bones for the other front leg, and that went well. the problem came when i tried to create the bones for the back legs. When i try to make the bones, they will only go on the x and y axis. I think the z axis is constrained somehow.
I made and rigged some bones to animate a mech a modelled. However, after rigging I realised that one of the bones was too short, effectively making the 'thigh' pivot around an area lower than the 'hip'.
Is there a way of lengthening the bone, or do I have to delete it all and start again?
As you can see on the attached image, I've got a Monitor on a movable arm that is fixed at the opposite end. I am having trouble rigging a section of the arm (shown as 'arm 2'). The problem I'm having is that the handle moves the arm around, but in order to move the arm up/down the two sections of arm 2 pivots in 4 places.
I have a bone structure through the upper section, which works. But when I try to put a bone through the lower section as well, the upper link breaks or the handle wont rotate properly.
So effectively I am trying to split the rig like this -=-.
Any clue how I can do this, or is there a better way of doing this?
3DS Max 2014 x 64. Windows 7 Pro 64-Bit, 2 x Intel Xeon 2.93GHz, NVIDIA Quadro 4000, 24GB Ram.
I'm wanting to know the best way to make different game outfits for a character. I want to be able to switch out between a couple different torsos and still have the same head model and rigging with animations still working.
I'm not sure if this is the best way or not but I detached a cylinder into two separate pieces.
Then I skinned and weight painted one half of the cylinder, weight painting the seam 50% to both bones and decreased that amount as I went father away from the seam. Then doing the same thing to the other half of the cylinder.
For example if this was the game character I would detach his arms, legs, and head from his torso and do the same thing I did with the cylinder.
I've included a link to a video of the cylinder bending.
I am currently working on a project that requires me to keep an object centered between a biped's hands (like a floating fireball or a box). I need to be able to move the hands around and keep the bone averaged between them. The position and rotation need to be averaged for the bone, but not scale.