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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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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Softimage :: Face Robot Layout Edit?

Feb 24, 2014

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?

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Softimage :: Exporting Animation Rig From Face Robot?

Jun 22, 2012

I 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?

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Softimage :: How To Find Workflow Between Face Robot And 3Ds Max

Jun 14, 2012

I 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.

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Softimage :: C3D Mocap Import Into Face Robot

Oct 21, 2012

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.

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Softimage :: Film Face To Transcript Animation To A Character

Aug 14, 2011

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].......

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Photoshop :: Hide Face Imperfections

Jul 18, 2006

I need to modify some human faces in image files.

start for hiding imperfections of the skin?

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Maya Modeling :: How To Hide A Face In 2012

Apr 23, 2012

how can I hide a face in Maya 2012?

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Revit :: Hide Lines Between Split Face Areas?

Oct 27, 2009

Is 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

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AutoCAD 2013 :: Edit Solid With Opening A Hole Only One Face And Deleting Another Face

Oct 2, 2013

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.

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AutoCAD Inventor :: Option To Merge Bottom Face Of Pad Eye And Pipe Curved Face

Oct 15, 2012

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.

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AutoCAD Inventor :: Merging Circular Face To Flat Face

Aug 22, 2012

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.

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GIMP :: Unable To Erase Layer Face Into Background Face?

Jul 14, 2011

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

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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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AutoCAD 2013 :: Using PRESSPULL On Face That's Under Or Behind Another Face

Dec 20, 2013

Is 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.  

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Photoshop :: How To Put Someones Face Onto Another Persons Face

Jan 31, 2005

how to put someones face onto another persons face.

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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 :: 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 :: 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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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 :: 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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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 :: Building Bones For Character - Body Deformation

Jul 27, 2011

I build the bones for my character, but when I move the bones the body deformates, how to eliminate this annoying thing?

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Maya Animation :: Bones Are Not Shown Properly?

Apr 19, 2013

I 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.

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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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