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Low Poly Character Rigging/skinning help!
show user profile  Paunescudanutz
Never done this before, I have to rig my (Low Poly) character for animating a repeating run cycle, it will be rendered into a sprite, that goes into a friends project (a small tower defense game)
Got some problems with building the rig, i'm after some tutorials that EXPLAIN how a rig should be built, there are a thousand videos that show you how to build one but none of the 13 year old kids actually explain things.
When i signed up for this i thought it would be cool, the character building process was fun but this rigging looks like a nightmare to me atm, so any tips and tricks are more than welcome.

I did manage to build some controls for the foot but then I linked something wrong so i said hey, lets "unlink" it, so i did, only problem is, I unlinked the wrong bone, and everything went to the pits of hell. Some help to avoid these kind of problems is appreciated.

Thanks!!!

Portfolio

<---~( Daniel )~--->


read 388 times
1/12/2012 6:31:54 PM (last edit: 1/12/2012 6:31:54 PM)
show user profile  K-tonne
use biped and skin- i know it's not the best way to go about it, but it just sound like you're complicating things for yourself- it's not going to be seen well enough ingame to justify you tearing your hair out
get the job done as simply as possible then when you aren't up against it learn how to use all the complex rigging stuff

Website and Portfolio

read 369 times
1/12/2012 7:40:11 PM (last edit: 1/12/2012 7:40:11 PM)
show user profile  Paunescudanutz
Thank God! i wanted to hear something like that :D But do the Biped bones act just like normal bones to which i can attach some controllers and handles?

Portfolio

<---~( Daniel )~--->


read 366 times
1/12/2012 7:44:05 PM (last edit: 1/12/2012 7:48:40 PM)
show user profile  K-tonne
wish i could help- i'm just a poly-puncher
you hear about biped going awry when used beyond it's standard abilities though so i'd reccomend incrimental saves before every potential bip breaker
good luck

Website and Portfolio

read 361 times
1/12/2012 7:48:49 PM (last edit: 1/12/2012 7:48:49 PM)
show user profile  Dave
How to use biped without using biped:
http://garydave.com/2010/08/custom-rig-with-biped/


"I flew over Egypt once"

read 349 times
1/12/2012 8:42:12 PM (last edit: 1/12/2012 8:42:12 PM)
show user profile  Paunescudanutz
My non-gay love goes to you Dave, that's brilliant, thank you!

Portfolio

<---~( Daniel )~--->


read 344 times
1/12/2012 9:17:39 PM (last edit: 1/12/2012 9:17:39 PM)
show user profile  stevey2shoes
I cant offer much here as I'm in the same boat as you, but the few things I've learnt are:
Biped works just great with the exception of not being able to rotate the hips, not a problem if you don't actually need to rotate the hips.... and....
use the skin modifier to attach the mesh to the biped and NOT physique modifier. not sure which one is more robust but skin modifier is more straight forward.

I did find some bone/rigging tutorials on lynda.com, but I haven't checked them out properly yet, so wont say yes or no on them.
Steve
read 335 times
1/12/2012 10:17:43 PM (last edit: 1/12/2012 10:17:43 PM)
show user profile  griffinanimator
$45 and a Digital Tutors subscription will go a long way. I just did a few of the rigging tutorials, and they do a great job of walking you through a simple to advanced custom setup. Barring that, I would just go with the biped suggestion.
read 326 times
1/12/2012 11:33:38 PM (last edit: 1/12/2012 11:33:38 PM)
show user profile  Paunescudanutz
i know the one at Digital Tutors but its a way to complex rig for my needs, and its SOO boring, he lets you see how he renames EVERY single Efing bone and helper, and how he layers them and color codes them, that's not something i want to see for every single object, pointing it out and doing it once is good but the rest he could have done behind the scenes. And he doesn't explain why he does some things, what's the purpose of them.
Dave's method works like a charm, already practiced a run cycle and it turned out rly nice for first try but thanks to you all for giving a hand!

Edit: i'll use the skin modifier, i played with it before and with some bones, just not on a full scale rig until now

Portfolio

<---~( Daniel )~--->


read 323 times
1/12/2012 11:44:10 PM (last edit: 1/12/2012 11:47:31 PM)
show user profile  Dave
When you get to the skinning stage. My usual process for low-poly stuff is to tweak (scale, mostly) the envelopes first, get things roughly correct and then start doing it by vertex (enabled via a tickbox at the top-ish of the Skin modifier menu). Select bone > Select verts to weight to it > punch a number in the weight spinner > repeat.

"I flew over Egypt once"

read 317 times
1/12/2012 11:50:25 PM (last edit: 1/12/2012 11:50:25 PM)
show user profile  Paunescudanutz
yeah same as what i thought about with the skinning.
Btw, Dave, you should put that method on youtube, it's more accessible there, i found it really helpful, thanks dude! saved me a lot of headaches.

Portfolio

<---~( Daniel )~--->


read 314 times
1/12/2012 11:56:34 PM (last edit: 1/12/2012 11:56:34 PM)
show user profile  herfst1
Second what Dave said about envelopes first. But rather than punching in vertex weights use "paint weights" tool on a low setting (0.05) then select "paint blend weights" (just below "paint weights" button to smooth out the transitions. Also pose your rig in extreme positions to easily test whether it's weighted correctly.
read 302 times
1/13/2012 9:48:32 AM (last edit: 1/13/2012 9:48:32 AM)
show user profile  stevey2shoes
Great point about the "extreme positions" never thought about that but it makes great sense. Trouble is at my speed, by the time I get tho this stuff, this thread will be long buried.
steve
read 297 times
1/13/2012 1:11:14 PM (last edit: 1/13/2012 1:11:14 PM)
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