The Area http://area.autodesk.com/forum/ The Area en Copyright 2012 2012-02-09T08:08:41+01:00 Non standard hexapod machine linkage http://area.autodesk.com/forum/autodesk-3ds-max/rigging/non-standard-hexapod-machine-linkage/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/rigging/non-standard-hexapod-machine-linkage/page-last/#When:09:05:30Z Hello, I am having difficulty rigging this hexapod linkage, any help would be appreciated. In example A, B swings through an arc, C follows and the C Z axis dimension is in the minus direction. In example B, I want to move A in Z axis plus dirction to compensate (Trig function) for the drop in the C Z axis dimension so C stays on the same plane as it swings through the arc. Using an expose transform to access the z data results in a self ref error when wired to A. How should this be rigged to operate correctly? This hexapod is based on a Stewart Platform (flight simulator) and is not a walking spider. 2012-02-09T09:05:30+01:00 FK IK logic from CAT into custom rig ? possible ? http://area.autodesk.com/forum/autodesk-3ds-max/rigging/fk-ik-logic-from-cat-into-custom-rig--possible-/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/rigging/fk-ik-logic-from-cat-into-custom-rig--possible-/page-last/#When:07:26:36Z Hi guys! this is my first thread here, these few weeks back I've been acquainting myself more with MAX and basics of rigging and animating in it. CAT is truly interesing idea but unfortunately with it's track record of known issues I decided to skip using it for now. I've been building my custom rig since that decision. But, FK-driven IK logic is totally inspirational so my question is : is it possible to construct the same thing in custom rig ?!? if it is, is there some tutorials that cover that portion of rigging in MAX ?!? any help is appreciated :) thank you ! tritochke 2012-02-09T07:26:36+01:00 Flour Sack rig for Max ? http://area.autodesk.com/forum/autodesk-3ds-max/rigging/flour-sack-rig-for-max-/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/rigging/flour-sack-rig-for-max-/page-last/#When:08:53:08Z Hi guys, i'm looking for a flour sack rig like this one: http://www.creativecrash.com/maya/downloads/character-rigs/c/flour-sack-rig--2 but for 3ds. Anyone know where can i find it or a tutorial for do it? Thank you Lomarx 2012-02-06T08:53:08+01:00 how to scale an asset that's already been rigged/skinned/animated (??) http://area.autodesk.com/forum/autodesk-3ds-max/rigging/how-to-scale-an-asset-thats-already-been-riggedskinnedanimated-/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/rigging/how-to-scale-an-asset-thats-already-been-riggedskinnedanimated-/page-last/#When:11:39:34Z I have several art assets that I have already rigged, skinned, and animated. Unfortunately, the objects have to be re-sized. There isn't a simple way to simply scale the rigg to match the new size, because then the transforms are incorrect, and the scale on the bones are no longer at 100%. Normally it wouldn't matter, but these objects need to go into a game engine, so it has to be at 100% No, simply re-sizing the rigg and hoping to just 'reset scale' will not work either. Save/Load animation will inherit the pivot points of the original animation and paste them onto the re-sized objects, so that does not work either. Is there a way to transfer a rigg and save it's animation when an object gets re-sized? I'd figure that Autodesk would have made some kind of feature for this sceanrio, since in game production things will inevitably be scaled at some point. Thanks for any help! edit: It's easy to scale everything to it's new size... the problem is... how do I reset it's transforms without the rigg going bonkers? How do I take the original animations and re-apply them to the newly scaled down version? Thanks again for your time and help. 2012-02-04T11:39:34+01:00 how to skin multiple objects for your character http://area.autodesk.com/forum/autodesk-3ds-max/rigging/how-to-skin-multiple-objects-for-your-character/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/rigging/how-to-skin-multiple-objects-for-your-character/page-last/#When:18:59:53Z okay i have never done this before...hence looking for some tip before i spend 2 days and realize it was a waste of time... is it at all a good idea to go about to skin multiple objects for your character?...or is it better to make it a single mesh? if its practicable whats are the "things to do" to go about it in the right direction... ...instanced skin modifier? OR unique skin for each objects? does it make any difference if i attach the objects? or keeping them separate as far as instanced skin mofier is concerned? (not making single mesh by welding vertices) specifically speaking about the character i am working on ...it has: a. head mesh b. a scarf mesh c. hand mesh (till their elbows) d. body/ trenchcoat mesh e. trousers f. shoes mesh g. shoelaces and eyehole rings mesh NOTE: i at least need the trenchcoat to be a seperate mesh as i want to apply APEX on it later. (the APEX tut on youtube indicates the trenchcoat is a seperate mesh.) PROBLEM: i tried to use a instanced skin modifier, however the scarf head and trenchcoat and the head where they should be together gets messed up when i check with some basic check poses. i hope i made sense and dearly wish that someone will show me some light! :) thanks D. 2012-02-02T18:59:53+01:00 Wierd rotation of bones when animating http://area.autodesk.com/forum/autodesk-3ds-max/rigging/wierd-rotation-of-bones-when-animating/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/rigging/wierd-rotation-of-bones-when-animating/page-last/#When:19:09:09Z There's this frustrating problem I'm having with my character rig that I have not been able to find a solution for. Keep in mind that I am new to rigging so this can be a rookie mistake. I will try to explain it to the best of my abilities. It seems that I cannot upload the scene file for some reason, but I will keep trying to do so. So I'm doing a simple animation with my rig. I just want the character to raise his arm in front of him. So I set one key in the beginning, rotate the arm up, and set one last key at the end. The problem is that instead of the arm just rotating straight up, it rotates in an arch-like fashion to its final destination. I hope I explained that clearly. If anyone can help me out I will greatly appreciate it, thanks. 2012-01-23T19:09:09+01:00 Piston Rig with IK? http://area.autodesk.com/forum/autodesk-3ds-max/rigging/piston-rig-with-ik/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/rigging/piston-rig-with-ik/page-last/#When:04:50:37Z I came across this nice little tutorial for Lightwave... http://youtu.be/p1EPcTeqeuc ...and I so tried to setup a similar rig in 3ds max 2010. I tried out many different approaches, but I couldn't quite figure it out. Am I somehow missing the point, or is such an IK driven piston rig actually pretty difficult to do in 3ds max? 2012-01-19T04:50:37+01:00 I would like to animate a chair and have the casters follow. http://area.autodesk.com/forum/autodesk-3ds-max/rigging/i-would-like-to-animate-a-chair-and-have-the-casters-follow/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/rigging/i-would-like-to-animate-a-chair-and-have-the-casters-follow/page-last/#When:04:35:09Z I would like to animate the chair with 1 dummy and just have the casters follow and rotate when the body of the chair rotates , instead of keying the casters individually. Is this possible with constraints? Any help would be great. Thanks 2012-01-19T04:35:09+01:00 Rigging a sector gear http://area.autodesk.com/forum/autodesk-3ds-max/rigging/rigging-a-sector-gear/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/rigging/rigging-a-sector-gear/page-last/#When:10:52:22Z hey guys, we had a little rigging problem and found no solution for it. we have to animate a part of a really complex clock mechanism, and there are all kinds of gears inside the mechanism.we got all working beside this one.we really need thats all is working like in reality and we have alot of such sector gears thats only covering some degree with teeths. please have a look at the attached pic... www.3deutig.com/download/gearprob.JPG so if the big one rotates 360 degree the little runs 360 also but only when the big ones hits the little one of course, if not it is still and wainting for the new round...;) have anybody a idea or did a similar rig in past projects? many thanks cu jens __________________ Jens Hedrich CEO | 3deutig animation | visual effects jens@3deutig.com www.3deutig.com 2012-01-18T10:52:22+01:00 Dynamic rig http://area.autodesk.com/forum/autodesk-3ds-max/rigging/dynamic-rig/page-last/ http://area.autodesk.com/forum/autodesk-3ds-max/rigging/dynamic-rig/page-last/#When:05:30:16Z Hey guys, Is there a way in Max to make a rig like the one seen here: [url=http://www.maxon.net/en/news/hooked.html]Hooked[/url] Something that animates dynamically like that in Max. Cheers! 2012-01-18T05:30:16+01:00