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NowhereMan
08-21-2003, 06:24 PM
Hello folks,

I'm asking a question that many her may find obvious, but as long as i am a begginer to 3d, i dont know how to figure it out.

I want to know if i can set special attributes on 3d max to precisely simulate muscle deformation. Not the pure and poor skin modifier, but any other kind of controls to aid me in the process of "seamlessly" skinning a character.

If you dont know what im saying, try to check this stuff out. I hope someone who masters 3d max can help me out with this thing.

http://staff.ci.qut.edu.au/%7Ebarkerc/Final%20PAN%20website/panindex.htm

and also
http://www.3d4all.org/forum/viewtopic.php?t=30

(the second one is marvelous, i wish we have such a feature on max)

:beer:

coboman
08-21-2003, 08:10 PM
There is a very nice feature in Max that gives you total control of the deformation when skinning. It is a little tricky to use, though.

Within the Skin Modifier there are three different deformers: Join, Bulge (which are not that great) and Morph Angle (this is the stuff).

With Morph Angle you can modify the geometry via Edit Mesh and apply the deformation when a bone reaches certain angle. Check out your manual in the Skin Modifier topic for more info.

By the way, the skin modifier by itself is incredibly powerful if you apply the correct vertices weights. The Morph Angle deformer should be used only when all the vertices of the skin have been asigned their correct weight and deform nicely, to enhance the effect.

NowhereMan
08-21-2003, 10:30 PM
Thank you very much man!!! That is a nice feature, that will help me to skin my character more "realistically".:)

:beer:

NowhereMan
08-26-2003, 09:01 PM
Well, after a few tests i have to tell you that i couldn't get the thing to work out properly. :shrug:

I follow the instructions on the help file, and when i delete the edit mesh modifier (after adding the morph from the stack). The mesh doesnt deform if i rotate the bone that i assigned the morphing. It seems to me a little buggy bcuz it worked the first time i tried and never worked again. And i repeated all the correct steps again. Can anyone help me out with this?? :scream: :hmm:

coboman
08-26-2003, 11:25 PM
I told you it was tricky to use.

The secret is in the angle.

Each morph target has an angle assigned to it (that is displayed with the name of the target). This angle is given the moment you click the button to assign the target.

What probably happened to you (because it happened several times to me) is that you are not clicking the assign button in the right frame of the animation, either for the first target, or for the second.

Look at the name and the angle assigned, the angles for each target should be different, if they are the same, that's the reason is not working.

NowhereMan
08-29-2003, 04:26 AM
hmmmm...:hmm:

I thought it could be made anytime, not only during an animation. Like u could rotate the bones in the viewport to that assigned angle and the mesh would respond deforming. Despite of this, it is still very useful.:D

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