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Eyeballs bulge out in animation
show user profile  Praedor
I've been using 3ds Max to mod character meshes in Mass Effect 3 with great success but right now have run into an issue I cannot seem to correct. I have a character who looks perfectly fine in 3ds under both Edit Mesh mode and under Skin mode but when she is in the game being animated, her eyeballs bulge out improperly. I've tried moving the eyeballs backwards and down in Mesh Edit mode and I've tried moving the bones for the eyeballs backwards and down, nothing seems to correct the issue. How do I correct this? I cannot seem to duplicate it in 3ds Max so it's hard to determine how, or if, I fix it with tweaks I do.
read 766 times
12/16/2013 6:55:56 PM (last edit: 12/16/2013 6:55:56 PM)
show user profile  herfst1
You'll probably find it's an xform reset error. Look under utilities tab.
read 766 times
12/16/2013 7:00:43 PM (last edit: 12/16/2013 7:00:43 PM)
show user profile  Praedor
Thank you. Ummm...if I have to do an xform reset, don't I lose EVERYTHING? All the bone weighting? And what about the UV maps?
read 761 times
12/16/2013 7:07:22 PM (last edit: 12/16/2013 7:19:21 PM)
show user profile  herfst1
Well the rule of thumb is to always save first.

Regarding resetting xform: Unlink anything you're going to reset first. Yes, it will remove the skinning (not the UV maps, though) but if you're just doing the eyeballs then that shouldn't be an issue to reapply.
read 747 times
12/16/2013 7:55:39 PM (last edit: 12/16/2013 7:55:39 PM)
show user profile  Praedor
Perhaps I am not understanding the process. I've heard of the xform resetting thing before but the only way I've ever been able to apply it is to the top of the entire stack. I haven't found a way to apply it to only eyes or any other body part/sub-object. It seems to be all or nothing. If it's possible to apply it only to eyes then I am missing some information.

I attempted to select both eyes and then reset xforms. It applied to the entire mesh rather than just the eyes.
read 744 times
12/16/2013 8:00:24 PM (last edit: 12/16/2013 8:00:24 PM)
show user profile  LionDebt
F1 > Reset xforms (or rather, transforms as it is "short" for).

You'll need to detach the eyes as a separate object first.

Anyways, you can't really just jump into 3DS Max and start playing with pre-built game assets, changing animations, modifying meshes etc. Typically you learn to walk before you can run. Holds true for 3D work also.
read 734 times
12/16/2013 8:15:12 PM (last edit: 12/16/2013 8:15:12 PM)
show user profile  Praedor
I appreciate the help. This mod is about 99% finished: gave a character without an actual face (hidden behind a near-completely opaque visor) and given her a full face with complete animation function. The only thing holding it back from completion is the eyeball bulging issue. it the mesh objects (the eyes) or the bone placement that is the likely issue? If I detach the eyes and reset those, then that implies it is an issue intrinsic to the eyeball mesh. Is that correct? If that's all it takes: detach, reset xforms on the eyes alone, attach, weight - then I can get that done within 10 minutes or less.
read 732 times
12/16/2013 8:24:23 PM (last edit: 12/16/2013 8:43:58 PM)
show user profile  herfst1
Just follow the advice I, and LionDebt, gave, you'll be fine.
read 680 times
12/17/2013 5:36:15 AM (last edit: 12/17/2013 5:36:15 AM)
show user profile  Praedor
Thank you for aid. I detached both eyes and reset xforms on both separately, then reattached. I applied an animation and the eyes immediately shift upwards and bulge through the eyelids:

Simple, Free Image and File Hosting at MediaFire

As I look, it also appears that the eyebrows are also correspondingly shifted upwards but the eyelashes are in the correct location. Everything looks correct in edit mode but as soon as animation is applied...
read 654 times
12/18/2013 3:13:04 AM (last edit: 12/18/2013 3:25:22 AM)
show user profile  LionDebt
You could reset xforms on the individual bones causing your problematic animation...

Or just reset the bones in the bones tools dialog and reapply animation / skinning to them.

But to be honest I'm stabbing in the dark as I don't know what stage the model is in, what the modifier stack looks like etc.

If it used skin set pose, you can use skin pose to get it back to it's default pose. Turn off "always deform", reset the xform, drag the modifier BELOW the skin and collapse. Then, turn always deform back on and turn skin pose mode off.

Again, stab, in, dark.
read 645 times
12/18/2013 3:41:49 AM (last edit: 12/18/2013 3:41:49 AM)
show user profile  Praedor
Thanks again. I'll try each (and have started).

At this point, the working model I'm using is here:

If you wish to take a look.
read 641 times
12/18/2013 6:22:25 AM (last edit: 12/18/2013 6:22:25 AM)
show user profile  donvella
if shit gets cray u can always save the skin data out to a seperate file, collapse all your meshes and xform and reapply your skin wallah, all good.

herfst1; you know that rule started as a stick no wider then your thumb that you can beat your wife with, ah the good ol days.

read 637 times
12/18/2013 6:28:33 AM (last edit: 12/18/2013 6:28:33 AM)
show user profile  Praedor
donvella, I saved the skin data to a mesh in a separate file but do not understand how to reapply it to a collapsed xform mesh afterwards. In the SkinUtilities there is the button: Import Skin Data from Mesh but clicking on that doesn't do anything: no change to the cursor, no new window to select a mesh, etc. How does one re-apply the skin?
read 626 times
12/18/2013 2:01:58 PM (last edit: 12/18/2013 2:01:58 PM)
show user profile  herfst1
@ Don, Ha, ha, yeah I remember hearing that at school once... but only just remembered it then. *sigh* Yep, them days have passed.

read 618 times
12/18/2013 5:44:31 PM (last edit: 12/18/2013 5:44:31 PM)
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