3ds max

3D Modeling – 3DS Max to Mud Box – Paint Texture – Base

3D Modeling – 3DS Max to Mud Box – Paint Texture – Base

3DS Max – Export

Start 3DS Max

1. Right Column> Modify> RMB over the Object Name> Editable Poly

Mud Box it is a Subdivision Surface Tool, it works best with Quad Poly and Editable Poly in my opinion.

2. Center the Pivot

3. Center the object at 0,0,0

4. Create UVs inside 3DS Max! The UVs tools of 3DS Max are better than Mud Box

5. MAIN TOP MENU> Export> Export> name.fbx

Mud Box – Import

Start Mud Box

1. MAIN TOP MENU> File> Import…> name.fbx

Mud Box – Create UVs – Paint Textures

BOTTOM WINDOW> Select/Move Tools> Objects> select the Object

1. If you do not have UVs -> MAIN TOP MENU> UVs & Maps> Create UVs…> Replace Existing UVs

BOTTOM WINDOW> Select/Move Tools> Objects> deselect the Object

2. MAIN TOP TOOLBAR> UV View label to see the Unwrap UVs

3. MAIN TOP TOOLBAR> 3D View

4. RIGHT COLUMN> TOP LABELS> Paint + RIGHT LABELS> Layers

5. BOTTOM WINDOW> Paint Tools> Paint Brush, paint it!

Mud Box – Export

BOTTOM WINDOW> Select/Move Tools> Objects> select the Object

1. MAIN TOP MENU> File> Export Selection…> name.fbx

It creates name.fbx + name folder/unwrapped texture

3DS Max – Import

Open 3DS Max

1. MAIN TOP MENU> File> Import> name.fbx

By |3D Graphic, Mudbox|Commenti disabilitati su 3D Modeling – 3DS Max to Mud Box – Paint Texture – Base

3DS MAX – Rigging – CAT – Skin

3DS MAX – Rigging – CAT – Skin

Rigging a character using CAT and Skin in 3DS Max.

Scene Setup

1. Setup the units using the parameters in the link below:

http://www.lucedigitale.com/blog/3ds-max-micro-reference-manual-unit-setup-interiors/

Create Mesh

2. Create the mesh of the character, and Freeze it.

Create CAT skeleton

3. RIGHT COLUMN> Create> Helpers> CATParent> CATRig Load Save> Bip01 (or ather skeleton)> CLICK AND DRAG to create the skeleton

4. CATRig Parameters>
– Name: give it a name
– CATUnits Ratio: give the height of the character

5. Select a CAT object> RIGHT COLUMN> Motion> modify the skeleton to fit it inside the mesh

a. Move the helper (the tringle with arrow)
b. Move the foot IKTarget (the rectangle under the foot)
c. Move the PelvisBone (the cube inside the pelvis character)
d. Move-Scale-Rotate joints of others body parts etc…

Mirror body parts:

e. Select the right Arm> RIGHT COLUMN> Copy Limb Setting> select the left Arm> Paste/Mirror Limb Settings

Skin

6. Select the mesh> MAIN TOP MENU> Modifiers> Animation> Skin

7. Skin> Parameters> Bones: ‘Add’, add all bones, NOt ADD the helpers!

8. Setup Skin Envelopes and Vertex Weigths, see the lesson:

http://www.lucedigitale.com/blog/3ds-max-skin/

Animate

9. Select a CAT object> RIGHT COLUMN> Motion> Layer Manager> Abs, select the icon with a little green running man

10. Layer Manager> click Setup/Animation Mode Toggle, the icon change to a ‘Green Play’ button

11. Timeline> Play the animation

By |3D Graphic, 3DS Max|Commenti disabilitati su 3DS MAX – Rigging – CAT – Skin

3DS MAX – Skin

Skinnin Character

1. Select the mesh> MAIN TOP MENU> Modifier> Animation> Skin

2. Skin> Parameters> Bones: ‘Add’> select all the Biped objects

Edit Envelopes

3. Skin> Parameters> Edit Envelopes> Viewport> MOVE the envelope’s handles

Viewport> RMB over Envelop Yellow Line> Add Cross Section> LMB over Envelop Yellow Line to create a new Cross Section

Copy Envelope from left to right

Viewport> RMB over Envelop Yellow Line> Copy Envelope

Viewport> RMB over Envelop Yellow Line> Paste Envelope

Paint Weight

4. Skin> Parameters> Weight Properties> ‘Weight Table’> select Vertices> DRAG to change values

5. Skin> Parameters> Weight Properties> ‘Paint Weights’

Copy Weiight from left to right

6. Skin> Parameters> Mirror Parameters> ‘Mirror Mode’

By |3D Graphic, 3DS Max|Commenti disabilitati su 3DS MAX – Skin

3DS MAX – Rigging – Biped – Skin

3DS MAX – Rigging – Biped – Skin

Rigging a character using Biped and Skin in 3DS Max.

Scene Setup

1. Setup the units using the parameters in the link below:

http://www.lucedigitale.com/blog/3ds-max-micro-reference-manual-unit-setup-interiors/

Create Mesh

2. Create the mesh of the character, and Freeze it.

Create Biped skeleton

3. RIGHT COLUMN> Create> Systems> Biped> CLICK AND DRAG> Root Name, type the character name

4. Viewport> select a Biped object> RIGHT COLUMN> Motion> Biped> check ‘Figure Mode’> Scale-Rotate the Biped Object to fit the skeleton inside the character’s mesh

The best way to fit skeleton is:

a. move Root

b. scale Pelvis
c. rotate Legs
d. rotate Foots

e. scale Spines
f. scale or move Clavicles (you can detach Clavicles)
g. scale Arms
h. scale Neck
i. scale Head

Copy Pose from left to right

a. Setup only the left Arm and the left Leg
b. Select left Arm and the left Leg> RIGHT COLUMN> Create> Systems> Biped> Copy/Paste> Create Collection> Copy posture> Paste Opposite

Testing Animation

5. RIGHT COLUMN> Motion> Biped> uncheck ‘Figure Mode’> check ‘Auto Key’ in the timeline> create a simple test animation

Skinnin Character

5. Select the mesh> MAIN TOP MENU> Modifier> Animation> Skin

6. Skin> Parameters> Bones: ‘Add’> select all the Biped objects

Edit Envelopes

7. Skin> Parameters> Edit Envelopes> Viewport> MOVE the envelope’s handles

Viewport> RMB over Envelop Yellow Line> Add Cross Section> LMB over Envelop Yellow Line to create a new Cross Section

Copy Envelope from left to right

Viewport> RMB over Envelop Yellow Line> Copy Envelope

Viewport> RMB over Envelop Yellow Line> Paste Envelope

Paint Weight

8. Skin> Parameters> Weight Properties> ‘Weight Table’> select Vertices> DRAG to change values

9. Skin> Parameters> Weight Properties> ‘Paint Weights’

Copy Weiight from left to right

10. Skin> Parameters> Mirror Parameters> ‘Mirror Mode’

By |3D Graphic, 3DS Max|Commenti disabilitati su 3DS MAX – Rigging – Biped – Skin

Animation – Hierarchies

Animation – Hierarchies

One of the most useful tools in producing computer animation is the ability to link objects together to form a chain. By linking one object to another, you create a parent-child relationship. Transforms applied to the parent are also transmitted to child objects. A chain is also referred to as a hierarchy.

GENERAL

1. Create Object1
2. Create Object2
3. MAIN TOOLBAR> Select and Link> in the viewport click the Object1 (it will be the parent object), after click the Object2 (it will be the child object)

MODIFY

Select Object1> RIGHT COLUMN> Hierarchy> setup: ‘Pivot’ – ‘IK’ – ‘Link Info’
MAIN TOOLBAR> Schematic View

By |3D Graphic|Commenti disabilitati su Animation – Hierarchies