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Wrist rigging?
show user profile  Dejitarujin
After continually updating my originally low-poly model, I find that areas that once moved and flexed acceptably simply due to the overall low mesh detail are no longer up to par. I've used muscle-bones to prevent collapsing on the inside of the knee and elbow, as well as around the abdomen. Those work quite perfectly. However, the wrist, which faces the same kind of folding problem, apparently can not be fixed in this way, because it can bend almost 90 degrees both up and down. The muscle-bone arrangement on other joints, while fixing the inside of the bend, would cause the outside of the bend to collapse even worse.

Is there some setup that can expand the joint vertices outward in both directions, regardless of which way it's bent? Or perhaps a particular arrangement of vertices that will prevent collapsing?

And just so I'm clear, I'm talking about the bend, not the twist. I've got the forearm twist covered :P
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 630 times
3/11/2009 10:51:02 AM (last edit: 3/11/2009 10:51:02 AM)
show user profile  markoid
I always pimp AP's tut for this type of question.

read 598 times
3/11/2009 4:15:03 PM (last edit: 3/11/2009 4:15:03 PM)
show user profile  parkerfamily
god, don't you wish it was possible to make an actual skin for a model? and you can connect any two verts with a tendon, one on the skeleton and one on the skin.... would make it so much easier.

anyway, right now i'm rigging a base character i downloaded, giving him eyes and clothes, then basically making him a superhero. and all i did for the wrists was bone envelopes, with the outer circly thing all the way around about a quarter of the forearm and all of the hand, and the inner, heavier weighting circly thing around just the hands. worked good enough for me.
read 596 times
3/11/2009 4:19:56 PM (last edit: 3/11/2009 4:19:56 PM)
show user profile  9krausec
at first I thought this thread was "What's rigging?" and I was shamefully eager to see someone nailed to the wall... I think I am turning into MF trash....

- Portfolio-

read 585 times
3/11/2009 6:09:47 PM (last edit: 3/11/2009 6:09:47 PM)
show user profile  mattymoose
3ds max needs this.

read 581 times
3/11/2009 6:14:51 PM (last edit: 3/11/2009 6:16:53 PM)
show user profile  Dejitarujin
Well damn. There's no solution for higher-poly models? How absurd. Then again, I've seen some particularly bad wrist deformations...

I may have to use the Reaction manager thing. I figure I can make it so whichever muscle-bone is on the inside of the bend goes along with the hand, while the outer muscle-bone stays where it is.
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 567 times
3/11/2009 9:45:53 PM (last edit: 3/11/2009 9:45:53 PM)
show user profile  Dejitarujin
Bingo, got it, with a script controller that basically divides the hand bends in half, but only when the muscle-bones are on the inside of the bend. Needs a bit of tweaking with the bone position, but the result is no collapsing, and I think it even helps the outside of the bend maintain volume.

Unfortunately, these and most of the other muscle-bones are located right on the mesh surface. Meaning, I can only see the vertices I'm working on in wireframe mode, or by hiding the bones (which isn't very good for working with them ;). Is there a way to make all of the bones wireframe, all the time, without use of a material?
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 550 times
3/12/2009 9:39:30 AM (last edit: 3/12/2009 9:39:30 AM)
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