Yep. Ask around odforce’s forum:
Yep. Ask around odforce’s forum:
4 all users of max i would like u to try this bones rigging …which i have linked to move 4 legs
select any circle or the middle point to move the system … thanks
http://mranimators.siteatnet.com/fo…ators/bones.max (download this file)
if I’m posting this in the wrong section, please let me know.
I’m in the process of making of movie called Lord of the Mojo. It’s pretty well based on our own storylines but does have some some LotR elements, because we do wanted to get a feel of it, because it’s such a great movie.
So we have Gollum, a CG character. Doesn’t really show up in our fist part, but will be (far) more significnally in the 2nd/3rd part. So I got myself a modeller already. It’s pretty much our first movie, and it’s a feature film, so that means I’ve got a lot to learn, montage, sound, etc. We’ve got a crew of 4 people and 2 other assistants (camerra and conceptual).
Now for my question… I’ve got to get him rigged and textured, I’ve already practised on animation and I think I’ll cope with that… But tips for rigging? I don’t have that much time to delve into the art of rigging (not to mention texturing). Any tips? Is it hard to find one who would like to rig Gollum for me, or will I have a fair chance of doing it myself?
Getting just a basic feel of Gollum in our first part of LotM is essential, for now we don’t have the need or urge to create a great or outstanding result. So would it be reasonable if I would say that if I would got through the Max UR and do some tutorials in the Tutorials index from Max, then I would get a pretty adequete Gollum?
I’m pretty new to the world of 3d, so some detailed feedback would be great…
Thanks in advance for your replies,
I’m definitely favoriting this thread :).
Put your rt_hand_ctr in the air and sine wave like you just dont care!
I wanted to build a reusable rig for a biped for a long time, I bought a few books on the subject such as Inspired 3d, Advanced rigging and deformations and Maya Character animation. In fact, those are very helpful and I recommend them for people who want to learn how to design a character rig. But I’m starting all over again this time and I want to automate the process so I can learn Mel and make myself a puppet rig that is fun to play with.
Is it possible and can you share some tricks on how to improve the pretty cool yet not perfect FBIK? Like is it possible to hack it or to build on top of it and make it a little more custom. Are you guys using it only for mocap animation… is it something that can be expended let say to drive a deformation rig?
oops… I did a double post :rolleyes:
Hi jason/or anyone who can help,
I am looking for a solution with which i can switch bet. low>High res rigs without losing any info. Using you rigUI script(fast anim rigs) I am able to transfer animation data as you are using the same animCurves to connect, but my question is ,how to handle constrained animations? Like for eg: if an animator has constrain the low:COG to a locator in the scene , when he switches to high res the constraint is not gonna work.And if i bake animation n then trafer it, i get too many keys and also he losing the capacity to animate the cog with the locator.
So,I personally prefer replacing reference, as it takes animation data as well as constarints and other connections as well .Why have you tranfered link between animNode instead of replacing reference? I am sure its for a good purpose, and I would love to kno y to understand its uses betr. Thanks for your time
I have a snake to rig !
is there any tutorial or idea about rigging the snake?
waiting for your help!
But, you can rig that snake using the spline ik.
hi guys i need u r help for some rigging work .i want link spline vertex with dummy or other object in 3ds max , if somebody know how to do this .pls tell me.
Ok Check this out,
If you are indeed doing this in max then you're in better shape than if you were doing this in maya. The tutorial section that comes with Max is comprehensive, easy to understand, and liberaly hyper-linked for anything you aren't up to speed on. It is so good that I have yet to find a book on the market for Max that I needed to buy. There are tutorials for beginning rigging all the way to advanced production rigs. It builds it in parts so getting through it will give you the framework for piecing together other non-specific rigs for multiple uses and a good portion was written in part or in whole by fellow master rigger and poster Paule Neale. The characters covered are cartoon based and if you want a more comprehensive Max rigging experience you can purchase Paul's rigging tutorial DVDs from CG Academy. From layered rigs to muscle systems it provides step by step instructions for taking rigging to the next level. Great asset for anyone in a character pipeline. The best advice is not to get frustrated. There is a reason they call it a black art and I read through the same tutorials about twenty times with twenty failed rigs before I understood everything but it pays off.
Good Luck with your film,
you can use spline select then select the vert you want then use linked x form to bind it to another helper or object:thumbsup:
Hi Guys , i have a Question , (I am Maya user)
I want to reuse my rig , after i re-position my bone to the correct place , and the controller may be change the value (i.e , tranlate X from 0 to 7 on my controller )
So i was wonder if there is a way , can let it inherit the offset , than the controller still be value at 0 .
Seems a little hard to explain what i want to say ,Hope someone can understand what i`m saying
most of the time you should use an offset group, some people call it hook, where you have group on top of controller, this way you can move your offset group and preserve zeroed out controller.
I am quite noob in animation but i’ve to do a short movie in my work with 3dsMax2010.
The problem is that i have 2 characters, quite similar in the modeling but differents, and i have 2 short movies to do with each of them. Animations, rigging, and all will be the same between the 2 movies, only the character will change.
I have to estimate the length of work i will have, and I wonder if I shall to do again all anims 2 times or if I can only do again the skinning. In the same way, which would be the best method between biped (character studio> can save .bip) and bones/personal rigging (don’t know how to re-use my anim work), morph or splines (bones) skinning for facial anim?
I am a bit lost thanks for help me!
I just wrote about a similar topic here: http://forums.cgsociety.org/showthread.php?f=54&t=1008276