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Whipping animations.
show user profile  Dave
Hey hey,

So I've got this whip, that needs to be animated (exported result to game engine). I've had "some" success using SplineIK's but the whole thing feels very fiddly and... well, pretty shit.

So I got thinking about cloth/massfx solutions. I already have the animation of the character performing a whip, I've got the whip linked to the dudes hand... there's got to be a way to automate this with physics, right?

I think an ideal solution would be to basically apply ragdoll on my whips rig, but have it understand that it's being driven by my characters hand. Does anyone have any ideas on how to do this? Honestly it's been so long since I've done anything "advanced" in Max I feel like my brain has rotted.

"I flew over Egypt once"

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7/15/2015 8:44:00 PM (last edit: 7/15/2015 8:44:00 PM)
show user profile  Mr.Burns
Does Max support rope physics? I've never used them, but I'd imagine they should be able to handle this sort of thing.
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7/15/2015 8:46:24 PM (last edit: 7/15/2015 8:46:24 PM)
show user profile  Nik Clark
It used to when we had Reactor. Now we have incomplete and broken Pyhsics for several Max versions.

Autodesk suck.

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7/15/2015 8:58:31 PM (last edit: 7/15/2015 8:58:31 PM)
show user profile  Dave
Ah okay, so I found this which I guess is basically what I'm after.

Cheers muchos.

"I flew over Egypt once"

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7/15/2015 9:00:18 PM (last edit: 7/15/2015 9:00:18 PM)
show user profile  ccampbell
the prob with using physics for something like this is you would need to get the animation of the hand and wrist to be just as difficult as the whip. And, you would get a different result every time which may be what you want but would probably suck if actually used as a weapon in game.

I would use a back plate of a 2d animation like the link below and, key frame a spline and then make adjustments in the other 2 axis as necessary. This would look better and could actually be used as weapon in game.

Heres a demo of a guy using c4d dynamics for a whip( could easily use same process for steping through max rope dynamics if you've used them. )

Heres a rope tut for max in case you've not used them.
(Mass FX w/ Bones)
(Mass FX Cloth - chain )

edit: Ha! same rope sim. Good luck.

edit edit: Duh, Just thought about it, could bake the dynamic sim you like and use that each time which would probably look better anyway.

$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};

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7/15/2015 9:13:13 PM (last edit: 7/15/2015 9:16:10 PM)
show user profile  Dave
Ah cheers man, some good info there.

I realised that I'm going to need looping animations... so massFX is out. Back to splineIK I think.

Or, at this rate... just regular bones with some wire params for "curling" the whip.

"I flew over Egypt once"

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7/15/2015 10:04:39 PM (last edit: 7/15/2015 10:04:39 PM)
show user profile  9krausec
Sorry Dave.. I tried really hard all day long not to post this, but...

Here's some good reference-

- Portfolio-

read 425 times
7/16/2015 12:06:46 AM (last edit: 7/16/2015 12:06:46 AM)
show user profile  herfst1
Animate a bend + wave modifier. Can increase the bend starting from the handle and invert (or straighten it as it whips), and the wave modifier can be scaled (start big, scale down).
read 422 times
7/16/2015 12:13:45 AM (last edit: 7/16/2015 12:13:45 AM)
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