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Floating Bones Envelopes
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I've rigged my person mesh and now I want to put in some floating bones to control the mouth. I can't find a way to adjust the envelopes of influence of the floating bones like I did for the rest of the Physique envelopes. Can I do this? Should I be rigging the mouth in a different/better way for lipsyncing?
read 651 times
2/23/2009 1:06:52 PM (last edit: 2/23/2009 1:06:52 PM)
show user profile  markoid
Unless they are part of the original initialisation, I think you have to reinitialise to include them.
You may be able to save out the physique weights and reload them, but that is often dodgy.
Morph targets (morpher modifier) are a good approach for lipsync... and you can keep your physique skinning.

Warning : With morpher you can't do anything below it in your stack or you will lose your targets!!!!!

read 619 times
2/24/2009 1:45:04 AM (last edit: 2/24/2009 2:01:57 AM)
show user profile  Dejitarujin
Which is why Morpher is a good 10 years behind the rest of these tools.

Personally, I don't use envelopes anyways - nowhere near enough control. I manually give each affected vertex a weight.
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
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2/24/2009 10:07:04 AM (last edit: 2/24/2009 10:07:04 AM)
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The weighted vertex thing sounds interesting. What should I search under in the help files to learn more about that?
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2/24/2009 11:23:12 AM (last edit: 2/24/2009 11:23:12 AM)
show user profile  Dejitarujin
Well, it should be under the same thing as the envelopes - the envelopes just handle vertex weights automatically. I've never actually checked the help files (save to determine they're inadequate), I get all I know from online tutorials.
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 588 times
2/24/2009 11:49:19 AM (last edit: 2/24/2009 11:49:19 AM)
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I am now officially frustrated.

I'm trying to do a simple jaw movement. I don't think I understand what Max wants me to do. I've tried splines, bones, and even Mesh copies of the jaw, and I still can't get the jaw to move properly without deforming in some weird way.

Any other thoughts?
read 554 times
2/28/2009 12:13:20 PM (last edit: 2/28/2009 12:13:20 PM)
show user profile  K-tonne
could be the geometry isn't sufficient to allow the type of movement you're trying

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2/28/2009 12:18:53 PM (last edit: 2/28/2009 12:18:53 PM)
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This actually seems doable, but I'm having a little trouble understanding this :

I downloaded the Max file and I'm confused how they did the morph targets. I'm used to several different meshes that represent the different targets, but there aren't any separate meshes in this file. So how did they generate the targets?
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2/28/2009 12:36:54 PM (last edit: 2/28/2009 12:36:54 PM)
show user profile  Jollabollathan
You can delete the meshes once you load them as morph targets in the morpher modifier (this is indicated by the little blue box next to the channels, green indicates that the mesh is still in the scene).

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2/28/2009 2:37:34 PM (last edit: 2/28/2009 2:45:37 PM)
show user profile  markoid
The targets are just copies of the original mesh. You can copy it (dump anything above it in yuor stack so you can move it without distortions), make and load a target, delete that mesh and copy a new one whenever necessary for a new target.

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2/28/2009 3:18:08 PM (last edit: 2/28/2009 3:18:08 PM)
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OK, so when I've tried to do this in the past, I get the entire face replicated in the morph target, but this sample seems to be just the eyes, or just the mouth in the various targers. Is there a way to localize what is being affected in the Morpher modifier?
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2/28/2009 4:31:30 PM (last edit: 2/28/2009 4:31:30 PM)
show user profile  Jollabollathan
No, they've used clones of the whole mesh, but only changed the relevant parts of each clone. You have to maintain the same vertex count.

read 522 times
2/28/2009 4:35:33 PM (last edit: 2/28/2009 4:35:33 PM)
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