Softimage :: How To Hide The Face Bones
Sep 30, 2011I 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?
View 2 RepliesI 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?
View 2 RepliesI'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?
I want to know if there is a way to edit the Face Robot layout? The buttons in the Face Robot panel to the right of the screen are too large. They don't all fit on screen. Is there a way to shrink the buttons so they all fit?
View 1 Replies View RelatedI just exported the animation rig option from Face Robot to dotxsi. When I try to import the dotxsi to a new Softimage scene there is no animation. What am I missing?
View 1 Replies View RelatedI am trying to find a workflow between face robot and 3ds max and so far I haven't been able to find one.
My investigation has led me here;
[URL]....
I am looking at purchasing point oven but in the meantime thought I'd try other options.
I looked into the "send to max" in the file menu but this doesn't seem to be setup for transfer of meshes more to do with particles?
[URL]...
I have used crosswalk and it will transfer a mesh but no textures and it will only transfer simple animations such as scale keyframes but nothing with regards to facerobot. The best result I've seen so far with crosswalk is that the face will be exported along with a morph target set but the morphs do nothing and all bones come in as dummy object with simple skinning. Not ideal as it negates the benefits of using face robot for implementing face capture into the pipeline.
I have seen the youtube video from Blur Studios explaining their workflow with facerobot on dantes inferno but they don't go into any detail.
UPDATE : Found out that crosswalk does not support facerobot transfer with any version of max.
Most of my experience is with Maya, but I am using Face Robot for the lipsync feature. I've now imported a c3d mocap file into Face Robot to animate the eyebrows and head motion.
This works very well, I use the adjust feature to tune out the motion I don't want (jaws, lips etc) just leaving the rest.
Great, except if I enable head rotation in the Face Robot c3d options, the neck rotates 90 in the X and 90 in the Z axes, effectively twisting the neck and contorting the head into this position. The rest of the animation (including slight head rotations) works well.
I noticed that the c3d file is not facing down the +ve Z axis in Face Robot or MotionBuilder. Is there a way to change this? I've tried manual rotation of the c3d markers, changing in MotionBuilder and re-saving the c3d data. Nothing works.
The c3d mocap comes from the new Face Shift Studio program which captures data with a kinect sensor, but it is the same with other c3d files I have downloaded.
I've seen this video about softimage. I want to film my face and transcript the animation to a character,how I do that?
[URL].......
I need to modify some human faces in image files.
start for hiding imperfections of the skin?
how can I hide a face in Maya 2012?
View 3 Replies View RelatedIs there a way to hide the lines between areas created via the split face tool? If not, my end goal is to have an area on a surface appear a different color than the surrounding area, with no lines between. The surface is the face of an extrusion in an in-place family.
Revit 2009
how to edit a solid with opening a hole only one face and deleting an another face..
I added a drawing file which has a coloured face solid,I put a circle on blue face and making a hole on this face,and I want to delete red face without exploding solid,after all this I want to mesh this solid with maximum 25 units.
There is any option to merge bottom face of pad eye and pipe curved face... Something like
1. Extrude face to a surface or
2. like notch option available in frame generator ?
N:B - pad eye is made by extrusion and pipe made by frame generator.
All I need to do is merge a circular face to a flat face, so both faces become one continuous face. Is this possible at all?
I have a attached a screenshot to show what I mean. Face 1 needs to be merged with face 2. This is so if I constrain anything to that face it will constrain to the entire face and not either the circular face OR the flat face.
when I anchor the layer face over the background face the floating selection disappears which means I cannot work on the layer face and therfore am unable to erase the layer face into the background face,this is on gimp 2.6
View 4 Replies View RelatedI am attempting softening the skin and that the sternum's bones not be noticeable .
View 9 Replies View RelatedIs there a way to use PRESSPULL on a face that's behind or underneath another face. When I use PRESSPULL it always selects the face on top and sometimes I want a face that is behind or underneath that face.
View 3 Replies View Relatedhow to put someones face onto another persons face.
View 3 Replies View RelatedIs 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
View 4 Replies View RelatedI 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?
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
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:
View 3 Replies View RelatedI 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?
View 5 Replies View RelatedI 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...
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?
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.
View 1 Replies View RelatedI 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?
View 4 Replies View RelatedI 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.
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.
I build the bones for my character, but when I move the bones the body deformates, how to eliminate this annoying thing?
View 2 Replies View RelatedI don't know what I have done, but the bones aren't shown. However, the joint point (the circle ones) are shown.
I'll attach a picture.
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.
View 1 Replies View Related