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Animate a pre-made 3D Model
show user profile  Legend2007
Hello guys

I'm new at these forums and also new at 3Ds Max so I thought about asking for some help..

I've been trying lately to apply a bone-skeleton to an imported 3D Model. The Model was first a .gr2 file which I had to convert into a compatible format so that I could import it in.
Allthough, when I try to import the Model skeleton of the gr2 file, it doesn't keep its real form as it is in 3Ds Max so I can drop the idea of taking these bones for the Model.. Or maybe I do something wrong when exporting? Anyway, I'd have to create new ones which is a little problem for me because I don't know what stuff I have to apply to them so that they can move together with the mesh.

Hopefully I explained my problem in an understable way.

Thanks everyone in forward for any upcoming help.

Regards,
Legend
read 1467 times
2/3/2011 3:51:29 PM (last edit: 2/3/2011 3:51:29 PM)
show user profile  Handelo
What you're looking for is the Skin modifier. You apply that to the mesh (or mesh parts) and through it you can assign which bones affect which part and how much. Skinning is a bit complex at first, but check out the max tutorials in Help > Tutorials - they should provide you the with gist of it.
read 1437 times
2/3/2011 5:02:55 PM (last edit: 2/3/2011 5:02:55 PM)
show user profile  markoid
For your first skeleton you could try 'biped' in Max a sit is quite quick and easy to set up compared to Max bones. Then you need skin modifier as said above to 'stick' the mesh to the skeleton. Look up both in the help files and come back here if you run into problems.
Once you have the hang of that, you could look up 'biped to bones' tutorial (google) which will give you the ease of the biped setup and enable you to build a more robust custom rig.



read 1415 times
2/4/2011 12:03:16 AM (last edit: 2/4/2011 12:03:16 AM)
show user profile  Legend2007
Hey there.

Thanks at both for your answers and sorry for replying after some days.

Through your advices, I managed to find something usefull for myself on youtube, a tutorial about how to rig a biped. It's pretty easy and I learned it way faster than actually reading a tutorial.
However, the method explained in the tutorial I've followed was about attaching the biped skeleton to the mesh through the modifier function "physique".

It seemed to be difficult at the beginning but after some practise I managed to do it better.. allthough, I have some troubles with this still.

After I've finished to set up each body part and I finally can take a breathe and say "I finished", I get to see that both arms and head (including hairs and neck) don't follow the biped at all.
Both mesh parts move together with the biped, but not as it should do. They're like "delayed".. Here's a picture to show it better.. since I don't know how to explain it at all.

That's how it looks like after I move the arms. Similiar problem occurs with the head.. when rotating, the skeletion gets outside the mesh because the mesh doesn't follow the biped at all.
And yes, the biped fitted the mesh perfectly before being moved. Nothing of the biped was visible outside the mesh.

And where I'm already writing this reply, another question: What's the difference between Physique and Skin Modifier?

Thanks all in forward for any answer.

Regards,
Legend
read 1381 times
2/6/2011 4:16:24 PM (last edit: 2/6/2011 4:16:24 PM)
show user profile  markoid
Use vert mode to adjust the effect of physique as shown below.
Skin is more robust and easier to fine tune.

Unable to display content. Adobe Flash is required.



read 1361 times
2/7/2011 12:11:00 AM (last edit: 2/7/2011 12:11:00 AM)
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