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real muscle rigging
show user profile  rayonedesign
Hi how could i rigging and skinig a real human anatomy muscles?
something like that but in 3ds max
read 759 times
10/13/2015 11:13:38 PM (last edit: 10/13/2015 11:13:38 PM)
show user profile  gogodr

Hello there

beautiful ;3

read 746 times
10/14/2015 8:51:10 AM (last edit: 10/14/2015 8:51:50 AM)
show user profile  rayonedesign
thank you but not exactly what ai need. I am looking for rigging real muscles in human skeleton
read 744 times
10/14/2015 9:27:34 AM (last edit: 10/14/2015 9:27:34 AM)
show user profile  gogodr
what do you mean?
That video is very detailed on how to model your own muscles, how to rig them and how to add flex for the extra bounciness. With that it also tells you how to do the skin wrap.
Learning that, you should be all good and set to make mucles for anything, just because the tutorial haves a dinosaur in the example while teaching you a technique doesn't mean that it only works for that dinosaur.

Hello there

beautiful ;3

read 744 times
10/14/2015 9:37:40 AM (last edit: 10/14/2015 9:37:40 AM)
show user profile  herfst1
Yeah, I have a good tutorial for rigging a horse that gets led to water, I've gone through it, but I still can't make it drink.
read 740 times
10/14/2015 10:25:08 AM (last edit: 10/14/2015 10:25:08 AM)
show user profile  gogodr

Hello there

beautiful ;3

read 721 times
10/14/2015 6:18:22 PM (last edit: 10/14/2015 6:18:22 PM)
show user profile  herfst1
Just a play on words, you know, that saying, "You can lead a horse to water but you can't make it drink," was in reference to the reply after you posted that Pen Productions video.
read 717 times
10/14/2015 6:35:03 PM (last edit: 10/14/2015 6:35:03 PM)
show user profile  Mr_Stabby
the technique in the video gogodr posted is not actually viable, flex requires an insane amount of manual fiddling during actual animation and is very wasteful of resources. Essentially hes computing the spring motion for a hundred verts while he could achieve the same with skinning 3 spring bones that come with the benefit of constraints, script access and more stability.

now for the original clip - that relies on soft tissue simulation, its technically possible in max by using cloth(not mcloth since its so half assed) but not viable for full characters either due to the insane amount of time it takes to simulate which makes development take forever. I've actually tried. I'm not saying that this is some future technology that maybe your grandchild could use, not even close, computation power wise we were there half a decade ago. I'm just saying that max is an outdated pile of poo that shouldn't be used for anything.

The best max can do is your run of the mill skinned character with some bulge/squash and springy bones thrown in, for everything else there is skin morph.

read 709 times
10/14/2015 8:45:01 PM (last edit: 10/14/2015 8:45:57 PM)
show user profile  9krausec

I saw this a while back. Not straight 3ds, but looks interesting.

Edit: And this one too-

- Portfolio-

read 706 times
10/14/2015 8:48:18 PM (last edit: 10/14/2015 8:48:55 PM)
show user profile  FX
So in short...Max is shite...learn Maya :)

..that's some impressive rigging.

read 695 times
10/14/2015 10:10:42 PM (last edit: 10/14/2015 10:10:42 PM)
show user profile  herfst1
You can get the same results in max if you know how to build custom rigs, and skinning is slightly better (or so I heard) just because you have envelopes which speed up the initial process. Sure, there might be better tools for animation in maya but a custom built rig is a custom built rig.
read 691 times
10/14/2015 10:36:48 PM (last edit: 10/14/2015 10:36:48 PM)
show user profile  gogodr
> 9krausec
the second video I know how to do, but it is a lot of work.
Its a combination, first you make the rig with squashy bones and add the flex muscles. Then on top of that make morph targets with the extra deformations.
Just the arm could take me a couple of weeks of work tho <.< that video is quite impressive.

>Mr_Stabby , I haven't tested flex on uber complex models, but I have tested it in fairly simple characters with 5 or 6 flex elements driving the skin (doing it only once tho, then baking it into a point cache data file) and it took as much time as a normal complex cloth simulation takes.
(;-; I'm sad now, I was going to add that I had an old i7 920, but ... I did that simulation with my i7, but it died not long ago, now I have a crappy AMD FX since I rarely do any 3D nowadays )

Hello there

beautiful ;3

read 664 times
10/15/2015 5:53:37 AM (last edit: 10/15/2015 5:56:33 AM)
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