Thanks guy for this staff and it’s very useful.but i have a problem when I skin my character i get double transform anyone can help me.Thanks and MERRY CHRISTMAS.
Free Stretchy Bones Creator
@ kymacfarlane: Thanks! I’ve linked to your blog from my site.
@ wicq08: Thanks! In max, you can get non-stretchy bones by clicking: Create > Systems > Bones IK Chain. You’ll have to move them into place over the face though. I may add in an option to make the bones non-stretchy.
@ jonamar: I don’t understand the problem you are having. Could you elaborate or post a .max file that contains the problem? Merry Christmas to you too!
Thanks Grak,
but i have a problem to posting the file in the forum do you any idea where i can send it or to upload it.Thanks again
@ jonamar: I was contemplating your problem today on my way to work (best time to think), and I think that your problem may be related to a non-reset xform. That may be what’s giving you double transforms. I wrote a tool yesterday that batch resets xforms, and I would suggest using that tool (link here) to ‘clean’ your meshes/editablePolys before you rig and skin them. This is a shot in the dark though, as without a .max file or description of the problem I can’t accurately troubleshoot.
You can post your .max file to this thread by uploading the file to your webserver and linking to it using the ‘Insert Link’ button on the ‘Reply’ page. If you don’t have a webserver to host the file, then I would suggest considering uploading the file to a file hosting website, like mediafire, or fileden, or pick one from a google search. You can alternatively email me the .max file at: Garrick at Garrick Campsey dot com (nospaces).
Grak Thanks once aain for the tool that you created clean copy its awesome and its very useful.here’s the link the .max files,http://www.fileden.com/files/2010/12/29/3047922//B_HEAD_RIG.rar.
Hope you can help me soon…More power to you and may God Bless you always…
@ jonamar: Your file was made in a newer copy of max, but I only have an older copy installed, so I can’t open it. I would like to help you fix the problem, could you describe what mesh/obj is getting double transforms? Could you also describe what you are trying to do, and what problems are limiting you from doing that? Thanks.
Hi Grak here’s some of the screen shot that i working .hope you can help with this…Thanks again…
http://i963.photobucket.com/albums/ae115/jonclang/elf.jpg http://i963.photobucket.com/albums/ae115/jonclang/elf03.jpg http://i963.photobucket.com/albums/ae115/jonclang/elf02.jpg
@ jonamar: The pictures help me to understand what problem you are having. I have put together a few images that I hope will help solve the problem. First, let me present the problem, because other people might run into the same issue, then I will present my solution.
The Problem:
So, I think the problem is that the bonechain ctrls aren’t linked to the head ctrl. Here is a .gif showing how I linked the ctrls to the head ctrl. Using this method, the ctrls will inherit the parents movement.
The Solution:
Here is the .max file, saved right after I completed the above .gif.
Jonamar, please let me know if this fixes the problem for you.
In the future, I plan to code a type of ‘auto-link’ function that will link the ctrls to the head ctrl upon creation, bypassing the need to link them by hand.
Thanks Grak,yes i follow Gif image,that was i did, but still i got a problem.if you notice that when turn on the Bone,Fin Adjustment tools, yes the controls will follow the Main ctrl but the bone itself its rotate and that i don’t want,bec. that’s give adouble transform when I’m trying to edit the skin,…hope you can help me…
Thanks again Grak, HAPPY NEW YEAR
Ah, I understand the problem.
Sorry for the long post before. I think this problem stems from upnodes, and how the bones are constructed - using lookAt & position constraints. I’m working on a way to fix it and get stretchy bones to behave in an intuitive manner, but no success so far.
Thanks Grak.anyway we will wait for your update and we believe you can do it.Thanks and more power…
Hello to all.
I was looking for a fast script or plugging for doing a facial rig, the problem is, i found this exellent script, but i have to rig a creature.
The creature its just a big head with one eye and a big mouth, no nose, no arms no legs.
But the script dont work with my model i dont know why…
Can someone try with my 3d model and this fantastic script???
Also, i dont understand too much this script… i found somes videos on youtube, but that dont work with my model, if someone can explain that and help me.
Thanks to all, for sharing your time, and also to the developper who is doing a crazy work for us, and the most important… FOR FREE.
So here its the link for my 3DS MAX 2010 model.
http://www.mediafire.com/file/5fc9qfekf9s9wm6/New%20Bacteria%202015.max
thanks again.
@ imothep85: Thanks for your interest in this script!
But the script dont work with my model i dont know why…
Could you provide a description of how/where the script is failing? Also, please provide the version of max you are using. Although this script should work for max 9 and beyond.
Also, i dont understand too much this script… i found somes videos on youtube, but that dont work with my model, if someone can explain that and help me.
I’m planning on refactoring this script and releasing a new version within the next 6 months. At that time I plan to post comprehensive training videos to youTube and vimeo. Until then, I’d suggest just playing around with the script to get a feel for how it works. Try creating some bone chains in the front viewport, then when you feel comfortable with that, move on to projecting them onto the mesh that you’d like to rig. Then try ‘auto-skinning’. But you are right, there is a lack of training for this script that I need to address. I guess people use it enough to warrant training videos.
Thanks to all, for sharing your time, and also to the developper who is doing a crazy work for us, and the most important… FOR FREE.
Thanks, I appreciate your support!
@ jonamar: I haven’t forgotten about you, I promise! I’ve been trying different ways to get upNodes to behave correctly, but still haven’t found a way… but I’m not someone who gives up easily!
Hi, thanks for your reply, actually that do nothing, i mean i follow the video on youtube, and that work BUT when i want to move the spheres, in the face of my character my character dont move, he dont react, like if the bones are not working, and i do exactly the same like in the video, i think the video on youtube is your.
So im stuck, i for that i was asking, its no bug but something dont work with my mesh, i work with 3dsmax 2010 32bits on vista.
i put the link of my 3dsmax character in the message above.
THANKS.
when i want to move the spheres, in the face of my character my character dont move, he dont react, like if the bones are not working
Ah! So, your character’s face does not move, but the bones move when you move the spheres. Ok, let’s figure this out.
Here’s a set of questions:
- Is the face mesh frozen?
- Does the face mesh have a skin modifier applied, with the bones added into the skin modifier, with weighting assigned to the bones?
- Is the skin modifier’s ‘always deform’ checkbox checked or unchecked?
Hello again, no its nothing applied to my mesh its just an editable poly, no textures no lights, not skin modifier or other stuff and my mesh is not frozen, i try just to use your script with my 3d object created in max.
Hello again here its a message from the script.
http://imageshack.us/f/835/errorscriptmessage001.jpg/
There are two problems that I see immediately.
First, your mesh needs to be behind the 0 line on the Y axis. StretchyBones are created at 0 on the Yaxis, then projected onto the mesh.
Second, you need a skin modifier applied to the mesh. This skin modifier allows the bones to deform the mesh. You will also need to weight the bones once they are added into the skin modifier.
I opened your scene (in a trial of max2012) and screenshot-ed the following process:
I’ve tried to clearly label every step and explain the process of using the tool, however, I understand that it is probably very confusing if you haven’t worked with the skin modifier or bones. This tool works in conjunction with the skin modifier - it does not replace the normal way of rigging. This script simply automates different aspects of the rigging process, like creating bones, aligning them, and adding them into the skin modifier.
You will still need a solid understanding of how the skin modifier works, how to weight verts to bones, and how to build test poses to check the vert weighting against.
Here is a youTube video illustrating how to skin bones to a mesh.
Here is a website with indepth tutorials on rigging and skinning.
Hope this helps.
Thanks a lot for all of this :D, i know the process of rigging a little bit, i was thinking your system was a full automatized rigging system :D, with weighted bones
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