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View Full Version : Rigging n00b :-) some questions


krembo99
12-30-2004, 06:02 PM
hi all ..
well , having some spare time in Xmas i thought i will finally go into understanding rigging ....
I have few years experiance in Design/arch viz, but never had no character issues to solve (i'm an architect ..)

well, i went throught the tutorials and made some of them , saw the questions and answers here and tried some stuff but .. is till have some doubts that i'm sure you rigging wizards can quickly solve .

1. i couldn't understand the difference between bones and biped (that is, i see the difference, but when should i use one and when the other ?? ) is biped just a ready made bone system for person like creatures ??

2. can i use a rig i made with bones with a Mocap file ???

3. can i change between biped and bones and vice versa ? convert ? is there a script for that ?

4. do all bones driven riggs must be done on a SINGLE MESH character ?? (all the tutorials i saw had a one-big-mash like "envelope" or "skin" , but can i bone rigg a multiple objects character ???
for example (and that is the 5°) :

5. if i have a robot with an arm made of 8 different parts and mashes, should i group them, collaps them into one mash, join them , or can i connect a bone to more objects ?

6. is there a way to get free mocap library for experiments =?? a website or something ? (i found some on the net , but very limited)

well.. this is what i can remember now , i hope i didn't asked any obvious questions or *stupid* ones, but comming from a world of textures ,shaders, lights and material perfection i really feel like a n00b now ..
:-)


****EDIT ****

For those of you who didn't understand from the nature of my questions - i'm a MAX user ..

laber
12-30-2004, 09:12 PM
to 1, yes biped is a very complete rig with support for additional things like mocapture/layers/.. the hole thing is called character studio :)

to 2, i dont know a way to get this work, sorry

to 3, i havn´t seen such a script and dont think that could work .. but why dont you just build the rig you want directly with biped? there are alot of controls for all the things

to 4 and 5, yes one bone can influence more objects. it works the way that every object is "conncected" to the bone (for example with the skin modifier). so you just drop a skin modifier for every object and choose the wanted bone. its not the way that you connect to bone to the meshes :)

to 6, if u tried googel and the links in the forums here I can just say, try the ones coming with character studio

hope this helps a bit

krembo99
12-31-2004, 11:57 AM
thanks alot for the quick response ..very helpfull.
As soon as i will have something i will post ..
:-)

If anyone can add something , it will be very helpfull :-)

eek
12-31-2004, 07:51 PM
1. i couldn't understand the difference between bones and biped (that is, i see the difference, but when should i use one and when the other ?? ) is biped just a ready made bone system for person like creatures ??
Bones are a system, integral to Max. You have the ability to create bones of any length, rig, add ik systems to then and genrally rig it how you want.

Biped, as in bipedal. Is a standalone and now intergrated system to max 7 known as character studio. When in character studio you create a skeleton, you make a "biped". Its completely customisable, and has its rig imbeded into itself. This allows foot step generation, loops, motion files(mocap), etc etc. Also Havok is also able to intergrate into biped, so in theory you can make stunt doubles. The latest relase of CA now has "quadrapeds".

2. can i use a rig i made with bones with a Mocap file ???
If you rigging pipeline allows mocap files to be added, plugins such as "humanIK" allow this. Also if you built a system that would reference mocap, .bip files etc etc. In theory yes.

3. can i change between biped and bones and vice versa ? convert ? is there a script for that ?
There two systems, you could build a standard skeleton, with max bones and use Character studio to reference it. But biped i think uses its own rigging standards.

4. do all bones driven riggs must be done on a SINGLE MESH character ?? (all the tutorials i saw had a one-big-mash like "envelope" or "skin" , but can i bone rigg a multiple objects character ???
for example (and that is the 5°) :
No, a character can be made from multiple parts, so yes you could have belts, straps etc as seperate parts.

5. if i have a robot with an arm made of 8 different parts and mashes, should i group them, collaps them into one mash, join them , or can i connect a bone to more objects ?
It depends on whether you want control of every part, for rigging or ID perposes. If you want it as 1 part, then just select 1 part convert it to editable poly, add the other parts to it and weld all the vertices at the seams.

6. is there a way to get free mocap library for experiments =?? a website or something ? (i found some on the net , but very limited)
There are , but as you say very limited, generally this is due to hiring out a studio, it can cost up to 2k a day to hire out mocap studios. I think Red Eye Studios have some free files.

http://www.redeye-studio.com


Hope it helps.

eek

krembo99
01-03-2005, 01:32 PM
Thanks, very helpfull..
i'm trying just now to do some biped rigging ...and still have some doubts, i will posst them when i'm finished, so i will have all the list of questions in one post :-)

laber
01-05-2005, 12:20 AM
6. is there a way to get free mocap library for experiments =?? a website or something ? (i found some on the net , but very limited) http://mocap.cs.cmu.edu/
http://www.turbosquid.com/HTMLClient/Search/Index.cfm?FuseAction=ProcessSearch&stgAD=1201J446444040441&intStartRow=1&intMediaType=5&istSearchKey=Kaydara+FBX+free&stgBoolean=N

krembo99
01-24-2005, 10:32 AM
http://mocap.cs.cmu.edu/

is really great ..

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