I have been recently trying to simulate the appearance of rotting flesh or being able to see someones bone through their skin. I've done this with skulls on peoples faces but am having trouble with arms. making the edges appear burnt around the bone so that it looks decently real?
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.
I have a figure with an oxygen mask attached to his face and an air pipe leading from the mask to a tank on his chest. I've added bones coming from the head for the mask and pipe and I need to fix the bone at the end of the pipe to the tank so that when he moves his head the pipe flexs but the end doesn't move from the tank. Hopefully that is clear
Is there a way to constrain the end of the pipe bone to possibly the rib cage bone? So they move together? With the pipe being flexible in between.
I haven't done any character rigging/animation for a while, so this may just be me forgetting to do something. I've never had this happen to me till a couple days ago, but I'm having issues exporting a character with animations with standard bones, and using the FBX exporter.
The rig doesn't have any spiffy IK controls or anything like that. Just a super simple rig with just bones and a skin modifier on the model.
When I try and export the model with the animations I get two errors. One says it detects animation controllers that are not directly supported and that I should just bake the animations into the model on export. It then lists all the bones in the system I'm exporting. I would prefer not to do this, as some of the bones need to be referenced for a script inside Unity.Here is specifically what the warnings said.
#1 says: Warning: Unsupported controller (39) The plug-in has detected one or more animation controllers that cannot be directly supported. Using the Bake Animation option may better address these limitations. The following nodes are affected: -CTRL_MASTER -Bn_Master -Bn_Spine_01 -Bn_Spine_02 [code]....
#2 says: Unsupported Parameter Curve Out-of-Range...The plug-in has detected Unsupported Parameter Curve Out-of-Range animation types. Use the Bake Animation option to avoid unexpected results.
I suspect this one has something to do with the curve editor (as I did tweak some animations in it and at one point had "Out of Range Types" enabled to loop an animation). At this point, I have changed it back to be linear though so it doesn't loop.
I attached a biped via physics to a simple character mesh and made the envelopes fitting like I want them. But here comes the problem. If I move the thigh or calf, it doesn't matter, the mesh starts to spinning around the bone of the calf and I just don't know how to fix this.
The spinning is almost not to see if the thigh gets moved though. I attached two pics and hope that the problem will get more clear that way.
i have a problem with 3DS Max 2011. When I open it up, an error appears that says:
"XAML Parse Error: Error parsing Xaml file: root element is missing."
I then proceed to click 'ok'. Another dialog box appears saying:
"Reset Ribbon? The main Ribbon configuration file is probably corrupt. Reset to factory defaults?"
I click 'Yes', and 3DS Max starts up without any noticeable problems. However, when I open my project and attempt to place bones into my model, the bones do not place properly (it seems that they are being placed along a random axis and they are stretched out. Not only this, but upon placing a bone, the ViewCube stops working. It is still present on screen, but i cannot interact with it.
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?
I have an old figure that is high poly and skinned to a bone skeleton. I want to rig it to a CAT rig for some of its quick animation features. Ultimately I want to be able to export the model into UDK to learn 3d demonstration and game development.
I have aligned a CAT rig to match the bones of the old figure. If I select and link the bones to the respective bones in CAT rig I can get the figure to animate perfectly and quickly, but when I export to the UDK through FBX the figure is severely distorted. I've found that the old rig needed to match the rotational axis order to the new CAT rig bones which worked a little on several of the limbs, but the initial translation of each bone does not get transferred giving an offset to the bones that still distorts the figure.
I want to rig the character with the CAT, but the figure uses painted vertex weights. I could spend an immense amount of time to try and replicate the quality done by the vertex weights, but if there is a tool or script that could speed up the process. I am looking for a tool that would be able to transfer vertex weights between bones. Ideally I'm looking for a workflow like so
1. Load figure 2. Add CAT bones to skin 3. Edit envelopes 4. Select bones or vertexes to copy 5. Copy vertex weights 6. Select bone destination 7. Paste vertex weights
The paste should then delete the influence on the original bone to complete the process.
I've seen something very similar to what I've been needing from this artist that goes by the name of Sun Dawei. A search for "Dawei Sun transfer vertex skin weight" minus the quotes gives you a video that would visually show the process I'm looking for. I don't know the policy on putting links for videos that I don't own so I won't put the actual link here.
I would like the script that Sun Dawei developed, but I could not find a download for it. He might have wanted to keep his work private, so I'll respect that.
I have already done a smooth bind on my mesh and painted weight maps. But then I realized I need to add a bone into the joint chain. It is on an extremity. Is there a way to add a bone in after binding without having to unbind and redo weightmaps?
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.Â
I currently have a model made of a few different meshes (head, body, upper/lower arms etc...) which I have linked together. I primarily animated by rotating the joints of the model, but it just isn't cutting it anymore.
Is there anyway I can create a bone system that uses the meshes as the "bones"? I'd like to be able to do that so I can change the models for every part of the robot seperately in my game by changing the mesh associated with the bone. I've tried searching google and youtube but I'm not really sure what to search for.
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'. Â Is there a way of lengthening the bone, or do I have to delete it all and start again?
So i was skinning my 3d model and when i started keyframing different leg poses this is what happened to my bones in the leg. Â How do fix this without really having to reskin the whole model
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.
I've created a mech robot and now I want to create a rig for it. But the problem is, that none of the joints are 'ball and socket joints'. So the joints can only rotate in one dimension, like a typical mechanical joint. My first solution was simply locking two out of three rotation axis for the bones and this works fine for FK animation. For IK animation however, it doesn't work. The locks are simply ignored.Is there any way to lock a rotation axis for an IK bone system?
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 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.
Is there a way to assign just specific vertices to a bone by selecting a separate part of an object? Like for example, I have a model of a gun which I'm trying to rig now and this gun has two barrels, one obove the other, and each of this barrel needs to be assign to a different bone. Those bones are there, but the problem is that certain parts (vertices) of second barrel are assigned as well to the second bone, which is incorrect. How do I select only part (an element) of an object and assign it to the bone?
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.
The new CS4 skin behaves very badly for me: it doesn't refresh properly, under a variety of circumstances. Sometimes the titlebar shows the GDI skin, but the Adobe skin is the active one (so min/max/close buttons are functionally in a different location than they are visually). Today, when I go into Fullscreen with Menus mode, the menu and option bar simply grey out. Everything displays correctly in windowed mode, but not my favored mode. I try with CS4 maximized, windowed, OGL acceleration on and off. I am coming to really hate the fagility of the new skin of PS.
How to even out the skin color, I have a picture of a model, unfortunately due to light and make up and her skin color the color of her face and her hands and body don't match, I think I saw a video on youtube where the skin color was evened out throughout the picture from raw I think this was done on bridge but I am not sure. How to even out the skin color either on PS or bridge? Â I currently have CS5 on a win 7 pc.
But,I couldn't figure out how to "paint back in detail" like it described, into the eyes and lips. It said something like "paint with a black brush over the blur mask to eliminate the blur in specific areas." I couldn't find a black brush; which brush is it talking about?
Also, I'd like to know how to apply this technique to just an area I've selected with the lasso tool, like her face.
I am learning how to retouch skin to achieve a more fashion, glamour look. Most online tutorials recommend using Gaussian blur and then masking the eyes. This technique is not very satisfying since details are lost completely. I have read pros dont use it ....
im working on airbrushing my first picture, and im doing it over a Black and white photo. And i was wondering, if anyone could help me with making the skin look more realistic?