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3 Dimensional Chat / Question on vertex Rigging./ Max 9/ + Tutorials

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lazerus
16
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Joined: 30th Apr 2008
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Posted: 11th Dec 2009 21:42
Well for those who dont know, ive been working on this little bugger of a model for a animation piece.




Yeah the bone number is overkill, but worth it, so far i havent had too many problems in the skinning process, which is unusual. Well that is untill now,

It pretty stright forward, the selection envelops are too innaccurate, so how do i go about assigning vertices one by one to each bone, or should i say removing them.


Its been bugging me now and i would pretty much kiss the dirt where you stand if you can help^_^".

As for the "let me google that for you", i been searching through trash and pay to watch sites for the last ten minutes which is about 100 sites. Crtl + F to find key words and i read quickly.

So as for compensation of this thread here is my spoils of lurking.

[href=http://www.louismarcoux.com/MaxTips.htm
]http://www.louismarcoux.com/MaxTips.htm
[/href]

Video tutorials on tricks and tips in max.
'Save link as' to watch each video tutorial.

Iam working on areas that wont have this problem for now, but for realism ill need the help ^_^
____
-Laz

Mistrel
Retired Moderator
19
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Joined: 9th Nov 2005
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Posted: 12th Dec 2009 21:49 Edited at: 12th Dec 2009 21:49
I think rigging with Physique is a lot easier than Skin. When you lock the verticies in the Physique modifier you can add then very specifically as no-weight, loose weight, or rigid, and tweak the weights between bones.

Using the radial falloffs in either Physique or Skin are meant for high poly models, not low poly models where there aren't very many verticies to go around.

lazerus
16
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Posted: 12th Dec 2009 22:28
Thanks mate, ill take a look at that now, Is this the same principle Character shop runs on? just out of curiosty.

____
-Laz

charger bandit
15
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 13th Dec 2009 10:06
This problem is also bugging me.

A.K.A djmaster
lazerus
16
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Joined: 30th Apr 2008
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Posted: 13th Dec 2009 12:42
Finally got around to implemting this, and i must say, i love it. This system is much more accurate than the skin modifier and has alot more adavanced options and rigging methods.

Thanks ^_^, i really should sheck out more of the modifiers in max, I barely use the advanced systems. I thinkive used about 1/3 of max's modifers, but i know that third in and out so it sort of balances it.

Thanks i owe you one

____
-Laz

lazerus
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Posted: 13th Dec 2009 13:03
Double post//

Physique seems unstable, especially when applying new crosssections.

Make sure you save often. The auto recovery has saved me twice so far.

other than that, it is by far more effective, starting to play with all the functions now.
____
-Con

bond1
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Posted: 14th Dec 2009 01:43 Edited at: 14th Dec 2009 01:49
Skin, skin, skin. Definitely use skin. The only reason phsyique is even there anymore is for legacy support. It hasn't been developed further in YEARS. Skin is much more advanced now.


Check the box in the skin modifier that says "Vertices" under the "select" section. Now you can select individual verts. Open the box beside "weight table" that looks like a wrench. Now you assign individual weights using some common preset weights. Or dial in your own, or set them to zero. In fact, since you have a symmetrical model, using skin you can rig on half of the model, and mirror those weights to the other side. Easy as pie!

----------------------------------------
"bond1 - You see this name, you think dirty."
lazerus
16
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Joined: 30th Apr 2008
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Posted: 14th Dec 2009 16:31 Edited at: 14th Dec 2009 18:24
Ahh, but i dont know what the weights do ^_^" well i have a little idea but i have never used them.

Ill have a look further into skin then, though Phsique has some nice functions too, albeit scary and resource hogging at times, not to mention unstable...

Ill research more into the weighting system.

edit///////

Very easy to understand, the weights are easy to deform the mesh with aswell, Thanks its pretty much extactly what i was after ^_^

-Con

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