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Animating cardboard box flaps
show user profile  manorius
Hi Guys,

I'm a newbie in 3d studio and I can't figure out how to rotate
a cardboard boxe's flaps (closing box). I tried three things and none of them worked.
- Bones: not working because even if I customise it I can't get to only move
one flap
- morpher: works almost great but unfortunately while rotating it increases
the length of the flap
- bend: forget it

I'm breaking my head for something like a hinge but there is nothing... By the way the cardboard box is a Poly object

Any help is highly appreciated!
read 960 times
9/12/2011 2:45:46 PM (last edit: 9/12/2011 2:45:46 PM)
show user profile  Dr. Jim
Might wanna post some pics.
Why cant the flaps be seperate objects and then just move the pivot point?

You could also just animate the verts....
read 950 times
9/12/2011 4:02:05 PM (last edit: 9/12/2011 4:02:32 PM)
show user profile  mike_renouf
why "forget it" with the bend modifier? Surely that's exactly what's required...?

read 942 times
9/12/2011 4:11:05 PM (last edit: 9/12/2011 4:11:05 PM)
show user profile  Garp
Using bones - or whatever - with a skin mod is a breeze for this kind of thing.

read 935 times
9/12/2011 4:48:51 PM (last edit: 9/12/2011 4:48:51 PM)
show user profile  mrgrotey
^^listen to garp :)

if using bones isnt working you're not doing it right ;)

read 924 times
9/12/2011 5:14:58 PM (last edit: 9/12/2011 5:15:16 PM)
show user profile  manorius
Thanks guys for the advice, I tried again with the bones but I guess my knowledge is very limited. I know how to use bones to deform objects but I don't understand how to use the bones in this case.
This time I've attached a couple of images along with the 3ds file. So I guess what I have to figure out is if there is a way to precisely specify which polygons the bones to affect.
and here is the 3ds file:

read 898 times
9/13/2011 6:50:33 AM (last edit: 9/13/2011 6:50:33 AM)
show user profile  Garp
Unable to display content. Adobe Flash is required.

read 888 times
9/13/2011 8:08:50 AM (last edit: 9/13/2011 8:08:50 AM)
show user profile  mike_renouf
Very clear and concise work Garp - thanks for sharing. I learned something too.

Can I suggest that this gets put up on the members tutorial page?


read 885 times
9/13/2011 8:37:36 AM (last edit: 9/13/2011 8:37:36 AM)
show user profile  Garp
That's up to MrG ;)

The one thing to remember when weighting a vertex is that it must be influenced by at least two bones for the weight to make sense.
With one bone, it's either 0% or 100%.

read 879 times
9/13/2011 9:00:05 AM (last edit: 9/13/2011 9:00:05 AM)
show user profile  manorius
Thanks Garp!
This was an amazing Tutorial!

Thanks a lot!
read 852 times
9/14/2011 12:22:26 PM (last edit: 9/14/2011 12:22:26 PM)
show user profile  9krausec
Garp, in the envelope properties, could you please explain what the A to R achieved? I never clicked that button before.

thanks man!

- Portfolio-

read 836 times
9/14/2011 4:34:36 PM (last edit: 9/14/2011 4:34:36 PM)
show user profile  Garp
krausec, I've just started looking seriously into skinning and still have a long way to go. That absolute/relative part is still a little fuzzy. (Dunno why I clicked on it in the video, the verts being all outside the bones' envelopes.)

Better if someone more knowledgeable steps in. I could use a thorough explanation too!

edit: I'm not even sure what I said in my previous post is correct :|

read 807 times
9/15/2011 12:42:23 AM (last edit: 9/15/2011 1:06:03 AM)
show user profile  Blergmer
nice one Garp...very nice and sharing!

needs music.

read 804 times
9/15/2011 12:51:40 AM (last edit: 9/15/2011 12:51:40 AM)
show user profile  Dave
I've been skinning since before I could walk... and in all honesty, I've never touched the A/R toggle.

"I'm not even sure what I said in my previous post is correct :| "

Garp, I'm pretty sure it's not even possible for you to be wrong! What you say makes sense... though I'm pretty sure you can have many vertices influenced only by one bone. I've had this from time to time, where I'd change a verts weight to say, 50%... assuming another bone would absorb the other half... but the spinner will just reset to 100% when you tab out, as the verts weight simply has nowhere else to go.

I think the most interesting part of your video, the bit where you did nothing at all (literally)... actually teaches more about skinning than many, many tutorials out there. You only weighted one half of your object! Understanding why the other half didn't need you to enter values is... quite simply, the key to success with skinning!

Wow, I can't spell tonight. Fixed... I think!

"I flew over Egypt once"

read 795 times
9/15/2011 1:17:20 AM (last edit: 9/15/2011 1:18:14 AM)
show user profile  Garp
With my understanding so far, the absolute/relative toggle has to do with weight falloff between the inner and outer envelope of a bone, independently of the fact that a vert can be influenced by another bone. So in relative mode, it gives an extra control on the weight distribution, somehow different than splitting the influence between 2 or more bones.

Usually when skinning a model, each and every vert should be under the influence of at least one bone. And in elbow-like joints it's relatively easy as the joint verts just need to be weighted between 2 bones.
But - and this is where it becomes tricky - I recently had to pose a character which required only a partial skinning, from the right clavicle down to the fingers of the right hand. Fine from the upper arm to the fingers but in the shoulder area I wanted some verts to be influenced by the upper arm plus the clavicle plus their original position! Like upper arm: 0.5, clavicle:0.3, original pos:0.2. I was able to do so only in relative mode, after much googling, reading and fiddling.

This is all very confusing to me, as other settings seem to also account for the result. Just trying to explain the problem clearly is confusing me even more :(

read 781 times
9/15/2011 2:58:55 AM (last edit: 9/15/2011 3:04:34 AM)
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