View Full Version : Animating eyes with Character Studio
Joel Huenink 03-24-2004, 07:24 PM Hello all. I've been using Character studio since Max 1 through Max 3, then had guys working for me doing the animating and rigging, so I've become a bit rusty with Max 5.1, but I'm back at it using the same old tried and true methods, but Max 5.1 is giving me trouble. Back in the day, I could create a bone which was just a little yellow node that looked like a yellow diamond. I'd select and link this to the head, name it left eye, attach physique and presto, instant new bone, eye, etc. I've assigned the proper vertices to my new eye bone, and I can MOVE the bone around and the eye polygons follow it just fine. My problem is, ROTATING my eye joint provides no results! For some reason, Max 5 threw out the rotations! I thought maybe its a paramater of MAX 5's new bones which look like big long spikes for some reason, so I merged in some of the old max 3 bones (which still look like max 3 bones thank goodness) threw on a new physique, etc etc, and they don't rotate my eyeball either. So whats the deal, how do you make max 5 bones rotate? I need to rotate to make my eyeballs look around, moving them is not adequate.
|
|
azozel
03-24-2004, 07:43 PM
You might have to switch to a dummy object in place of bones and link that into your rig. This has worked great for me in the past especialy with the new look at constraint.
Joel Huenink
03-24-2004, 08:10 PM
Ok, I tried a dummy, and it does the same thing. I move it, eyeball vertices go right with it. I rotate the dummy, and the eyeball vertices do nothing!
Joel Huenink
03-24-2004, 08:14 PM
Ok I think I've found a solution for the eyes, but still face the same problem with the jaw. I just detached the eyeball polygons as new objects, linked them to the biped head, assigned physique to the rest of the mesh, and I can rotate them just fine. However I still need to be able to rotate the jaw bone to open the mouth, so I'm still stuck.
azozel
03-24-2004, 08:18 PM
you can ither creat morph targets or try making geomatry for a bone and re-apply physique. and reweight your model. you can ignore the private message I just sent you.
azozel
03-24-2004, 08:31 PM
it looks like I'm going to have to buy some plugins, Biped.dlc
and DMFPlugin.dlu. ;) it wont let me open it without these files I'm crashing.
Joel Huenink
03-24-2004, 08:39 PM
I tried creating some geometry for the jaw, and it still doesn't rotate the jaw on the character. Is there some settings in physique or in character studio that ignore rotation values of additional bones?
azozel
03-24-2004, 08:49 PM
ok make a short bone and keep the the little nub at the end deleate everything else. Clone these around the mesh jaw bone and link the nubs to the geomatry bone and reapply physique. I just did a test on a sphere and this works. it's a bit crude but it works.
Joel Huenink
03-24-2004, 08:58 PM
I tried it, my jaw moves around with the bone, but rotations have no affect on my mesh.
Joel Huenink
03-24-2004, 09:05 PM
Oh and out of curiosity, I tried what you did, and that works fine. Somehow though when using a biped, the bones do not work with rotations.
azozel
03-24-2004, 09:05 PM
Hummmmm. The test I'm running it's working. Try link the mesh jaw to a bone nub linked to the head then link the mesh jaw to the bone nub and then all the other little nubs to that. Also look at your Envelope strength and scale.
Joel Huenink
03-24-2004, 09:10 PM
I've linked the jaw/eye bones to the biped head, then applied physique to the mesh. Everything works fine for me until I involve a biped. I can set up bones and such on the face, and it works fine, until I involve a biped. Are you using a biped and linking the bones to the biped, then applying physique and getting rotations to work?
azozel
03-24-2004, 09:14 PM
yeah I'm using a biped character studio 2. whatever 5 I think . .... I've got to go home to the wife but I'll be on later tonight. probobaly in 2 to 3 hours play around with difrent settings and I'll touch base back with you then.
Joel Huenink
03-24-2004, 09:17 PM
I've never had any trouble with using CSX and Max 1,2 or 3. Now I'm trying to use 5.1 and rotations on added bones linked to the biped don't work. The bone rotates, but the mesh does NOTHING. I can move it around, and movements work fine, but for animating eyeballs, jaws, etc, rotations work best.
azozel
03-25-2004, 11:31 AM
Can you make morphtargets? or is that out of the question for your needs?
Joel Huenink
03-25-2004, 03:16 PM
I'm not real familiar with them, I haven't used them since uv unwrap tools were improved. I only used them to reassemble models that were broke apart for mapping purposes, back when there were no good un unwrap tools. I'd rather not go down that road. There has to be something broken with CS or Max 5.1, my old method should work. AS I said, I found a work around for the eyes, just attach them to the biped head directly, and not have them part of my physiqued mesh. And for the jaw, I think I can live with jaw movement, rather than rotation, and get on with my project. But I still would like to know how to make rotating bones influence the mesh with bipeds. I think I'm using CS 3.4 and not 4.0, perhaps its a bug there, but our engine plugin didn't work with 4.0. How do you know what version of CS you are running?
azozel
03-25-2004, 03:24 PM
Go to help then aditional help and highlight the character studio topic
it will tell you what ver you are running. I'm in 3 also.
Humm that is strange. I dont know what to tell you . I guess fake it as best you can. I'd love to see the finnished product. You have my e-mail if you need more help. I'm glad to be of service. :) Good luck.
Joel Huenink
03-25-2004, 09:05 PM
Well I'm to the hair pulling out stage. I thought I could get around my problems by just moving the bones for the jaw and eyebrow. A bit more work than rotations, and not as flexible, but I figured it would be ok until I figured out what was the problem. After articulating for a few hours, getting close, I exported my basic animation, and none of the custom bones animation data passed through. Then something happend and half the face vertices are detached, and running down a mile off the screen. Not sure what is going on here, but its quite frustrating. Then, I decided to open an old character from Gore (our first game) which was built with Max 3 and whatever version of CS there was back then. The eyebrow and jaw rotations work fine (in MAX 5), everything looked great. I remove physique from the stack, and reapply the one that comes with max 51, and boom, rotations on the custom joints are broken again. I'm about to install max3 and articulate my character in there, then reopen it in 5 and export it. Except that won't work down the road, because I will need to make LOD's, might need to remove physique from the stack to fix animation problems in the model, etc. So I'm at a dead end, and about to drop facial animation from my project all together. Is there a patch for CS? Do older version work with Max 5.1? This is pure pain trying to get this going.
Joel Huenink
03-27-2004, 08:23 PM
Well I solved the problem. I was linking the bone line stemming right off the physique, rather than the link between the added bone and the terminator. Hope this helps someone down the road, it was a 2 day nightmare for me :)
CGTalk Moderation
01-17-2006, 08:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.