Softimage :: How To Make Flexible Bones Modifier
Oct 12, 2011I'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'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 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 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 RelatedGot this low-poly model here. I created some bones for it and inserted them into the mesh. But when I use the Skin Modifier into it, and use the 'add' button under "Parameters". No bones appear in the list?
View 1 Replies View RelatedI created a rig in MAX 32bit but recently loaded 64 bit MAX but now when I choose the skin modifier/edit envelopes, I cannot choose bones to edit. The interface just flashes and I am not able to select verts on the mesh. I had originally used the weight tool to change the weights of each vert on the mesh, now it doesn't work at all.
View 1 Replies View RelatedHow to make some nice sand dunes?
View 1 Replies View RelatedI'm trying to make curtain using the cloth modifier. After setting up using groups, nodes then simulate to animation for the curtain to fold, I can successfully make the curtain but then the file gets corrupted where the undos stop and things start acting corky. I've tried merging objects into a fresh scene, made the curtain over again, and same problem.
View 1 Replies View RelatedI try to make railings for a scene using the modifier but there is something that does not seem to be correct. The path works fine but the railing does not seem to be straightened. No additional modifiers work above the path so I can not use the FFD or whatever.
View 2 Replies View RelatedI would like to make the pipe of the picture to grow from bottom to top in an animation of softimage.
I have created the pipe extruding a circle along a curve. I would like to know if there is any possibility in softimage to make the effect of appearing gradually from bottom to top like it is growing up and controlling in the frames that I want on the animation.
I'm trying to make a camera mapping in softimage from photoshop layers (matte painting). But I´ve a problem with the alpha channel. The layers shows a gray halo that surrounds them.
View 2 Replies View RelatedHow can I make Displace modifier to use objects existing mapping? Because when I apply a new Displace, the modifier makes a new mapping, even if i check "Use Existing Mapping".
See what i mean? I want those "cracks" to follow uv not a displace mapping
I just sat down to use 3Ds Max '12 for the first time today after upgrading from 2010. This will probably be a simple fix, but I can't get any text to cap with the extrude modifier or bevel modifier. It happens with every typeface I've tried. I even tried using the cap holes modifier. Never had this problem with previous version of 3Ds.
View 8 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 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?
Even if there are NO changes to the settings between individual (non-sequential) images, each import of a camera raw file must be approved by clicking okay for each file. In projects which involve hundreds (thousands?) of unique stills this is needlessly tedious.
Instead, the option of one CR dialogue would suffice that could (again, optionally) be applied to all.Adopting Photoshop’s Camera raw dialogue’s ability to process BATCH images in the window and opening them all in PS seems like a natural solution to AE import hangup.
This should also allow for the option to re-open the dialogue after import on one or more stills to modify the contents and then close.
In addition the fact that AE insists that a still need be at least one full second seems like an unnecessary restriction. Why is it not possible to import an image as just one frame?
The modification I suggest would saves tremendous time and allows for incredible flexibility.
We had an animation project where we have to manipulate1200 stills in After Effects to create an animation. Since the stills were not shot sequentially and the editing/compositing needed to happen within AE, importing as a sequence was not an option. The impediments in basic import functions added a full day's work just to import the files(!). We ended up selecting the images in LR, applying minor correction, exporting the selects as DNG files, importing them into AE (clicking the OKAY button in the CR dialogue for each of 1200 images) then selecting all the images and creating proxies so they were easier and faster to work with. (note: we ended up buying a proxy creator script because AE won’t generate proxies for multiple items in one action)
This is not an isolated case for one project. We require this function all the time. But the tedious importing of 1200 images in one project really broke our moral.
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 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 dont know any way of making a flexible sketch symbol. say the way hatch can be flexed in autocad.
is that something which can be done in inventor.
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I am trying to create a flexiable hose, i dont want it to move or anything. I have tried to sweep a circle along the path, but my pline is not on a coplanar line so that makes it difficult. tried using extrude. tried using a helix but can't get the right angles.
View 9 Replies View RelatedI have a sub-assembly that is flexible, (constrained properly, not grounded) and when I try to move it in the main assembly, I get the "universal NO" symbol attached to my cursor. There are no constraints preventing the movement in the sub, since I can move it however I want when the sub is opened.
Inv 2011
I am wanting to create an assembly that I can manipulate and `pull about'.
To describe what I have and I want to acheive try and picture this very simplistic layout :-
A length of hose 50 meters long.
Another length of 50m long hose 2 meters directly below it.
The 2 lengths of hose rigidly tied together at 2m intervals with a small diameter solid bar and clamps around the hose.
What I need to acheive is :-
An assembly showing the above items in a long straight 50m run.
(I have no problems with creating this assembly.)
From there though I then need to be able to create an `S' shape, with the hose staying at a fixed radius where it is rolled to form that shape, both hoses must stay inline with each other at all times.
If you can imagine how a hose would react as you rolled it in reality I want to try and replicate that within my assembly if it is possible?
I realise I could create one long flat assembly then create another seperate assembly showing it in it's rolled up `S' shaped state but that is not what I am wanting.
Placing a drawing in a sheet is not flexible, I’m wondering about the best practices to place a drawing in the title block/sheet.
For example, in the AuotCAD, I’m used to have a title block, say appropriate for A3, for my drawing to make sure that it will fit well inside the intended paper with the aimed scale.
Here in the Revit, I was struggling to place my drawing in the sheet as there is no snapping or tools for performing this issue the same way we have it in the AutoCAD.
Software: AutoCAD 2014, AutoCAD C3D, AutoCAD M3D, Revit
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Kaspersky 2013.
I have never modelled hydraulic hoses.
In particular I’d like to model hydraulic hoses that are flexible and can change with different position representations.
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What I am trying to do is place a hinge as a subassembly. I know in Solidworks there is an option to add it as a rigid or non rigid assembly. I have seen an option for flexible when you right click on assemblies that allow parts to be moved which is what I need but the hinge file I have from the company that sells them doesn't have that option when I right click on it and I need the hinge to be able to rotate in the model to simulate the hinge opening/ closing.
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