hello,
is there a version for max 6 also? i used this one:
Martinez_Macro_MirrorWeightsV0.91_Beta.zip
from his site but it gives me an error at the start of max 6... i also know there is a mirror tool from "ubisoft" from the guys that made splinter cell...?! anyone know something about that?
thx in advance
ps: a yeah, ben mathis is using a version for max6 in his rigging VT, that's why i ask!
Replies
from his site...
22 July :: Physique script now works with MAX 6. Download the new physique maxscript exposure plugin http://www.anthonydelen.com/script_physique.htm
"DLL <C:\Programm\3D Studio MAX 6\plugins\Iphysique.gup> failed to initialize. Error code: 126 - The specified Modul was not found"
SUX... WTF?
USING THE SKIN MODIFIER
Plus, some there's videos on Distreet's site on using the new features in Skin:
New features in Max 6
New features in Max 7
And don't forget about the help files that come with Max, they're chock full of useful information.
Hope that helps.
Have you looked at the User Reference or any of the videos I linked to? Why would you think you can't use Skin with a Biped when it says clearly that you can use any objects as bones in the User Reference?
Getting all cranky, saying stuff SUX, and WFT?, asking questions about things that are covered in the help files, and not giving details about what you're trying to do and what you've already done to try and make it work, aren't the best ways to get help. It makes it sound like you just want other people to answer your questions for you and that you don't want to try and help yourself.
So take a deep breath, ask your question in complete sentences and using the correct terms for what you're talking about, and tell me what you've already tried. If possible, post screenshots of the areas you're having trouble with, or even a link to a max file if it helps to see the problem.
Sorry for the lecture, but it gets frustrating trying to help someone that doens't seem like they're putting in effort to help themselves. That may or may not be true, but it's the impression you're giving right now.
1. i was just asking you if you "use" the bipad not if it is "possible" to use it... i know that you can use almost everything... i just wanted to know if you use it or if you think it is better to make your own "bonesetup"... but maybe, or better i did mess up my sentences.
2. so what i meant with "gizmos" was the JointAngle-, BulgeAngle- and MorphAngle- Gizmos... i wanted to know if it is possible or not to mirror them to the other side of my model.
3. i looked deeper into the "skin" modifier and i must say that i am impressed... how fast it is possible to "rigg" a character with it... and if you have a extreme position of the model, just take one of the "GIZMOS" and remodel the that part how you see fit... and of course if the texture let's you
1) If I'm in a hurry, need a temporary skeleton, or I'm going to pass the model on to someone else that uses CS, then I would use Biped. Escpecially if it's your basic human type character. The more customized you get, like having a character with four arms and wings or something like that, the more likely it would be that I would use bones and make a custom skeleton. Or for my ownn personal use, I'll use bones. But Biped is really fast to set up and you can mirror the bone positions, rotations, and scaling easily.
2) Actually, I've never used the angle deformers. I never had a need to, and I don't know of any game engines that support them. I always just use the envelopes and weight table to make sure the model deforms as good as possible.
With low poly model I'll just use the weight table, and with high poly models I'll start with the envelopes and then clean it up from there.
But if you're doing prerendered stuff they might come in handy. I don't remember reading anything about being able to mirror them, but I'm not 100% sure. Sorry.
3) I think it's faster than using Physique, especially using the weight table and mirror modes. I wish the envelopes were more like Physique's though, but that about it. Yeah, I'll probably get into using the gizmos too since I'm doing some higher poly stuff now and want to do some prerendered animations.
but well i am also no expert... it just seems logic to me... but correct me if i am wrong.
i have to "deep" check that weight table, i don't really understand it now...
You're getting the DLL error because you're using the wrong version of the plug-in with your copy of max. Visit http://sparks.discreet.com for the correct version.
Also I recommend the Skin modifier in Max6 and above. If you are working on a game project and are learning skin quickly, don't mess with joint deformers or morphers. Just quickly setup your envelopes, then tweak the vertex weights. The mirror tool is better than the script mirror tools anyway.
- Change Options to "Show Affected Bones"
- Change the lower drop down option from "Show All Vertices" to "Show Selected Vertices"
- Select groups of verts to work on at once
- Highlight all the verts in the Weight Table by clicking on the first and then dragging down
- When more than one vert is highlighted, changing the number for one vert changes them all
- Right-Click on a weight to change it to 0
- Ctrl-Right-Click to change it to 1
thank you that you answer your self... i got the file from here -
http://sparks.discreet.com/downloads/downloadshome.cfm?f=2&wf_id=129 only one i could find... and it starts with no error...
it's called "Recompile for 3ds max 6 of physique maxscript exposure for CS3.x "
but look what happens when i try to use your script with it here
or do i have to use a other scriptversion of yours?
i have put that "IPhysique.gup" in the plugins folder as it says here
but i also don't know how to start that so called "Physique Toolset" what should be in that "IPhysique.gup"... where is it to find?
question: why are the joint deformers bad? would you please explain...
@ FatAssasin:
well big thanks to you man for the tips, i have the feeling they will come in handy ... i will use skin in future... but still i will finish my work with physique... like i said i am allmost done... even without the mirror script ... with mirror 5 min... without 5 houres... jesus...
ok ok... i've got it now... it's working! cool tool by the way!
please just answer this question:
why are the joint deformers bad? would you please explain...
@ fat.assasin:
no pain no gain...
well now i can finish up my work for good... *puhhh*
man... i am playing around with skin - but i can't figure out much... sux... it must be somehow possible to mirror that f****** physique... even with max 6... i don't have time to learn skin... damn... POOP.IN.MY.MOUTH WHERE ARE YOU??? I NEED YOUR HELP!!!!
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I made a video tutorial on rigging. http://www.fileplanet.com/dl.aspx?/planetquake/polycount/tutorials/video/bmathis_rigging.zip
I have heard the advanced Skin deformations are not mirrorable, currently, although people seem to be very interested in it.
It is extremely rare for a game to support vertex morphing based on bone angle, basically because it's too little of a benefit to be worth the implementation time and the added performance cost. Games have to run in real-time, if feature X slows the framerate then it's usually dropped real quick.
We support it, but our game engine isn't publicly available. In our system, you could tie specific vertex behavior to specific bone poses. In fact you probably wouldn't get a noticeable performance hit, depending on your hardware. Might be a nice demo in fact. I'm hoping to share more about the system as it matures.
Probably more real-time engines will support these things in the future, as hardware gets better.
check the first post at the end, around "ps:"... btw. your tutorial is awesome man... thanks for your effort on this one...
@Eric:
well that is interesting... hmmm thank you very much for the explanation... i am very curious about your engine. i hope you can share more in the future...