Man, love a fourm jump. Hello again everybody. I skimed through this thread and diddn’t find anything paticular to the question I have, so if I missed it, sorry. My question is how do the size of bones and or their placement within a mesh effect the mesh in 3DS? I am currently doing my first rig and have a high poly model. I’ve seen many tuts on rigging some good some bad so I don’t realy need a tut link, just an explination of how the bone should be withn a mesh. To be more spacific I have a high poly female and am using the standard female biped with added fingers and toes. As I see it with my own tinkering some bones work good poking out, while others are hidden or directly centered and work just as good. However Im having difficulty figguring out where they should technicaly be to save time later on in the modeling process. Just wondering if there is a rule of sorts that I should know when it comes to placement of the bones and how this effects the envelopes adjustmet stage of rigging. So if anyone in the industry or is handy with the art. I am all ears. all in all I just need some pointers, rules that my teacher does not know about as he has never done this professionaly. I would hate to develop a destructive work flow just because I was not shown the correct or current way to rig. Man I hate ITT.
I’m also at ITT. Although my instructor has a good deal of professional experience with rigging using Max. The size of the joints mildly affects the area of influence when auto skin and envelopes are concerned. I’ve learned to override that stuff using the weight table, I’ve had the best results with that and painting weights.
Well glad to see that it’s not all ITT’s. To tell you the truth I’m just learning this art. We are in week 9 of this class (I trust you have the same schedule) and I’m just now discovering so many more options of animation and it’s many tools then what was covered in the class. But I have not done near as much research as I should have. You get what you put in, right? Well thanks for the advice. I honestly don’t know anything about weights so I’m off to learn. Thanks again and back to the work bench.
Hiya, here’s a set of YouTube video tutorials I made about a nice way to set up a reverse IK foot/leg in Blender 2.5.
Hi I just made a thread but I don’t think it went through, so I’ll post my questions here. Apologies if this is in the inappropriate section. I understand if it needs to be moved.
I’m trying to model and animate orange peel in 3ds max 2010 for a community project - I thought this would be a great place to ask for those experienced modelers and animators out there.
Currently I want to create orange peel that spirals out as an orange rolls. This stock photo shows exactly what I mean: http://www.istockphoto.com/file_thumbview_approve/4341230/2/istockphoto_4341230-orange-with-a-spiral-peel.jpg
It doesn’t have to be exactly like this but that’s the general idea. Comprises to make it simpler can be made if it’s causing me too many problems, though it’d be a personal achievement, being relatively new to all this media, to accomplish this.
Basically, I want to create a spiral shape (the peel) that hugs nicely over a sphere (flesh of the orange) but can then be pulled out as if it were peeling.
I thought about the option of using a line path and drawing a spiral, and then modeling around that line path and rigging it from there. But is this correct way? I’m somewhat comfortable with 3ds max but I’m certainly no expert.
Any suggestions or useful links would be massively appreciated!
You might want to look into cloth simulations, for the ripping.
woah , as i can see that the last post here was from last year , let me revive this again by asking a newbie question…
i’ve been using max for sometime now, to do a few animation projects and have only been successful using biped models and envelope it to my model ,
but the problem is that biped models cannot be modified to a specific shape you wanted for your model (and if it can i dont know how) and animating them to walk manually frame by frame( which really look sloppy)
i just recently learned about bones and IK solvers through various tutorials online
problem is thats about it and i cant seem to get the certain smooth movement i wanted , i saw some tutorials using bones and IK but theres this thing they call controllers which blows my head off i cant really understand it well , the only part that i understand is that you need them to control a specific action on your rig
if anyone could shed light to this it would be highly appreciated
There are several video tutorials at traptcg.com about rigging. Go to tutorials tab at the top of the site then 3D studio max then Rigging. This will truly help you will all your problems.
thanks for the link i’ll look into it once i’m out from work, cant play video’s here
i forgot to ask …
does rigging need to have Maxscript set on it ? 0 i read some topics here and there are a few topics about it , problem is that i cant really understand programming well … do you also have any link for those
I think you can alter the shape of the blocks(bones) that make up a biped rig. You should go that route before trying to learn rigging (IMHO), especially in Max.
If you want to set up a character in Max I wanted to suggest looking in to Brad Noble’s Skeleton Rig before getting too deep in to biped. Noble’s rig is free to play around with and is like 50 or 60 bucks for the script that allows you to resize it to any character. It was one of the best purchases I’ve ever made. The rig is full-featured (nice IK/FK snaps, bendy limbs, squash and stretch, independent head chest and hips, etc) and makes animating with biped feel like trying to dial a phone with boxing gloves on. I’ve animated with biped every day for 3 or 4 years now and aside the fact that it’s notoriously buggy (almost every hot fix Autodesk releases seems to address some new bug with biped), animating with its fake Euler type curves or its native Quaternion ones just never gave me the fine control over the character that I wanted. Overlap and secondary animation were always very difficult to make look good. Biped really does have a lot of nice features (its Layers system is about as nice as you could ever hope for) but animating with it has been very frustrating for me over the years. Animating with Brad’s rig has been amazing in comparison. And the resulting animation just looks better. I really think anybody that tries it will really like it. That’s my 2 cents.
Here is a little tutorial
hi , i’m new here so i dont know if its a right place to send this post .
The created script has ability to build character skin in about 7 minutes, it can slice each part of the character to be replaced by the mesh of its bone part.
please give me your feedback (sorry for bad English)
I am Sharing this with you as I found it cool
Nice tutorials in rigging in max with bones
visit this site for cool tutes
Video looks pretty impressive Hamed-S…good luck withi it.
7th chapter of the rigging in 3ds max with bones has been uploaded here
hope you will enjoy the series.
Visit this site for cool tutes.
Chapter 8 released of the series. here is the link.
Visit this site for cool tutes
Are there tutorials for advanced 3ds max rigging? Like those stuff where helpers would have limits and move with another helper?
I can make basic rigs, but find it hard to understand wires and how to control them.
No they are not advanced level, basics, but I strongly feel that you should see once ..you might got help in what you are seeking...after all "basics" are the key of "Advance".
Visit this site for cool tutes.
i need the tutorial about rigging fold of the finger for human character