Hello all,
I've been doing some importing\exporting\bone stuff in max, and found out that it can display bones very differently.
But I know that it can display them as mesh objects, or as "Links", which makes them look similar to Maya's, for example, and others. But I also found this:
I searched all the parameters, even tried to access them through maxscript, no luck... How do I control this?
On the right the bones look like ticks connected with lines. On the left they look like diamonds connected with pyramid shapes. Both versions have constant screen-size, and don't respond to scaling.
Thanks
Replies
FYI, here's how to embed images:
http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#forum
When you select each of the two bone types, what do they show in the Modifier Stack? That should give you some clues.
Which version of Max are you using?
Some info about how bones work:
http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=GUID-395E6B03-C60A-457D-A4BE-ED98380CFC55
I'm using max 2016, but the same with 2014 and 2015.
In the modifier stack they are all "Bone", with classic Bone Object parameters. I can turn off "Display Links" and then all of then render as regular max bones with geometry, though geometry is a bit weird, but whatever.
But I still can't find any information about how to render them as ticks or diamonds, how to switch between these two. I want the whole skeleton to either be visualised as ticks (small ones on the right) or diamons (bigger ones onthe left), not both of them mixed up together.
I know that I can always just write a script to replace them with brand new objects in same coordinates with same names and hierarchy, but I just want to dig deeper and figure out wtf is going on with these bones
In your screenshot I notice the arm is "links" and the attachment bones are dummies. It could be that only deforming bones are imported as Bones, and the rest are Dummies. Maybe try unchecking "Convert Deforming Dummies To Bones" when exporting. Maybe that will leave everything alone.
The "links" were imported separately through fbx, thats why they are displayed as links correctly, while the rest came from nif, and while they are all bones, somehow they are displayed differently. Which is very weird.
It's hard to imagine such problem in maya, because there you can control every parameter of bones, display and shapes, whatever you need, while in max it seems it's partially a blackbox...
Well, exactly, I can't reproduce it either.
[edit]Sorry pasted as Quote instead of Code. Formatting is crucial to python.[/code]
I know Python, yeah. Thanks.