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Noob character rigging merge problem
show user profile  Westcoast13
I have a character that's rigged with biped and animated etc, its all fine in its own little scene.

I'd like to merge it into another scene, rotate it a bit, scale it down a bit. Then copy it and have 2 characters doing the same thing just in different places in the scene.

Who'd have thought that it all goes mad when i do that! (Everyone except me probably!).

As soon as i move/scale it, the mesh goes skew-wiff.

What basic thing am i missing!?


Note: I've used the physique modifier which i since think wasn't the best idea, (should have used skin?). This isn't something I've ever done/will ever have to do again so it's frustrating me a lot!


My Turbosquid Area

read 671 times
5/25/2013 10:23:46 AM (last edit: 5/25/2013 10:23:46 AM)
show user profile  FX
For moving you need the "Move all Mode" active in the Motion panel, ( it looks like the Male gender symbol but the arrow is bent at 45 degrees ), for scaling I use this guys method...




There may be alternatives ;)

EDIT : I "think" you need to collapse it's position after you've moved it, otherwise if you load another .bip it shoots back to it's original position.


read 667 times
5/25/2013 10:32:38 AM (last edit: 5/25/2013 10:57:49 AM)
show user profile  digital3ds
yea, use skin... it's just better.

If you just want a quick alternative to move or rotate the biped, align a helper to the bip root ( usually bip001 etc unless renamed) and link bip001 to the helper, then transform the helper (which will offset the animation)

if you want to re-scale your biped in a new file and apply other animations -save the bip animation as a .bip (from the original file), then in the new scene create a biped to the scale you want and load the animation (don't "rescale biped")

specifically - I'd save the animation as a .bip, then in a new scene create and rescale the 2 bipeds, load the .bip animation, align and link their helpers, then move and rotate

What basic thing am i missing!? It's biped... it doesn't work like you think it should 8 /
- Mike Sawicki




read 650 times
5/25/2013 10:59:14 AM (last edit: 5/25/2013 11:21:02 AM)
show user profile  Westcoast13
Thanks for you help guys. I'm afraid after more wasted hours (physique doesn't have the options in the video etc etc) i have decided to f**k it all off and start the animation again. You always do it quicker second time, or so they say.

I'm so pissed off really, as much as i enjoy rendering/lighting/materials, i f**king hate animating!! Nothing works as i expect and there is always a spanner in the works when something appears simple!!

/rant.

This might be useful for anyone who has my problem and doesn't have my raging temper! :)
http://www.calvert.ch/maurice/2009/02/18/3ds-max-how-to-resize-rescale-a-skinned-weighted-biped/



My Turbosquid Area

read 612 times
5/25/2013 6:25:38 PM (last edit: 5/25/2013 6:25:38 PM)
show user profile  FX
If you don't have a raging temper biped will give you one :)

Great tip for the alternative move / rotate dig.



read 603 times
5/25/2013 8:15:53 PM (last edit: 5/25/2013 8:16:09 PM)
show user profile  herfst1
But what's the deal with everyone using biped. I'm seriously curious. There's no benefit as far as I know, in comparison to CAT. Sure, a custom made rig is the best but it's difficult and time consuming to make, so I understand not wanting to do that. But, to reiterate/reask, why biped?
read 598 times
5/25/2013 8:50:27 PM (last edit: 5/25/2013 8:50:27 PM)
show user profile  marktsang
biped was designed by programmers - they had probably never rigged before ...

dont use biped unless you are exclusivly using mocap - if you have time use custom rigs failing that even cat is better

read 593 times
5/25/2013 9:36:47 PM (last edit: 5/25/2013 9:36:47 PM)
show user profile  digital3ds
Yea - I love cat, and I love bone tools even more, but surprisingly a bunch of studios still use biped

Once you figure out its crazy-ness, its actually pretty useful (I would never ONLY use biped - that just seems... old?) idk - it's also pretty stable

The last project I worked on was with biped/bone tools - we were sending mocap data into cryEngine via bips, and it worked pretty smoothly



- Mike Sawicki




read 588 times
5/25/2013 10:31:57 PM (last edit: 5/25/2013 10:37:45 PM)
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