View Full Version : 3dmax rigging problem, rigging hand
nedgin 01-24-2008, 01:04 PM Hi, I was wondering if anyone can give me some tips in rigging the hand.
I currently in the beginner level.
the problem i am having is
I am trying to have two connected controls for the hand.
one is using Custom Attributes, ( i learn from CG academy)
having the UI on the hand.
also I am trying to have another controls, like a pointer that is correspond to the Custom attributes, that allows when i spin the point controller it correspond to the Custom attributes
by doing this i think the animater will have two different controller one is you can control the hand by using the spinner and other by rotating by pointer.
unfortuntely i have no idea how to make it work.
I tryied using track view by copy and paste method
copying the amount that is on Custom attributes and then pasted on the rotation of the pointer.
it kind of work. but the problem was I have to sping like 100 times just move an inch of it.
i am kind of lost.. so if anyone can give me tip on this, it will be really great.
thank you guys, for taking time to read this post.
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The problem that you are having with the instanced controller method is being rotations in Max are radians and the spinner you would like to have is in angles. really what you need to do is wire the two together. Try a two way wire for what you are after so that they are controlling each other. One will have to be the master and get the keys.
I hope that you are enjoying the CGA DVDs.
nedgin
01-24-2008, 05:07 PM
THANK YOU SO MUCH!! Paul!!
it worked!!!
what i did was
[point] two way wire [spinner(master)]
than
wire
[bone] to [spinner]
just like you said, and it works perfectly, thank you so much for the tip.
by doing this it cross to me another question .
for the finger there are 3 bones.
I want 3bones rotate separately, in the spinner
then i want to rotate all of them together in the pointer.
so i thought if i create another UI that can wire all the 3bones to one ui, and then connect the point.
it works fine, but the problem is i realize that the bone can be only wire into one of the ui,
one bone cannot wire to two different spinner.
err... sorry for keep putting more question on the board. i know you are very busy person
and I really appreciate with all my heart, for you to take time to read my question, and reply them.
thank you so much for the tip, i hope i can get an answer for this one too.
List controller on the joints and wire the second set of controllers to the spinners that are going to control them.
I show many more tricks like this in my rigging DVDs.
nedgin
01-26-2008, 12:54 AM
forgive me paul,
i have read your reply, many times,
but i don't quite get what you mean
i know you have showed many kind of tricks in your dvd,
maybe i am not just good at to make it works on me,
anyway,
you are saying,
i should add [list controller] on the [bone]?
which [list controller]? should i have to add it?
sorry for keep add more and more question on this.
MerlinDigital
02-01-2008, 03:59 AM
I suggest you to:
1: select your first bone
2: In the "Motion" panel, open the "Assign Controller" palette.
There is a little transformation tree ( Position, Rotation, Scale).
3: Select the attribute you want ( in your case it will be Rotation)
4: Clic the "?" icon on the top.
A little pop up window arrive. It contain all the type of motion control
you can apply to your object.
5: Select "Rotation List" and clic OK.
You now can affect several types of transformation to one object.
Lets for example add a new Euler XYZ
6: Select the "Available" branch and clic again the "?" icon
7: Select Euler XYZ in the pop up and clic OK.
You now have two Euler XYZ in the hierarchy (and a new Available)
Rename them properly ("Control_Single" and "Control_All" for example)
8: Now it's time to link controlers:
-Select your bone,right clic on it and choose "wire parameter".
-Select Transform/Rotation/Controler_Single/X Rotation (for exemple) and link it in the object (clic on it).
-Select your slider.
9: Do the same thing with your Controlel_All and the appropriate slider.
10: Do the exact same thing for all your fingers.
You can now rotate your fingers one by one with each sliders, or rotate them all at a time with the other slider.
Note that it will probably be cumulative. If you need it you can link another slider to switch the Weight of Controler_Single and Controler_All ( when the first is to 100, the other is to 0).
I hope that i was understandable and that it will help.
(Forgive my frenchy english)
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