Profile Picture

Need help from 3Ds Max expert

Posted By Cellygon 14 Years Ago
You don't have permission to rate!
1
2

Author
Message
Vit3D
Vit3D
Posted 14 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (4.0K reputation)Distinguished Member (4.0K reputation)Distinguished Member (4.0K reputation)Distinguished Member (4.0K reputation)Distinguished Member (4.0K reputation)Distinguished Member (4.0K reputation)Distinguished Member (4.0K reputation)Distinguished Member (4.0K reputation)Distinguished Member (4.0K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 917, Visits: 15.1K
Hi Aleksei,
3ds Max 2011 Plugin for iClone 5 (as any other plug-ins created for ds Max 2011) is not compatible with 3ds Max 2012. If You wish You can use 3ds Max 2012 (32 or 64 version) for development, but for final export You need to have 3ds Max 2011 32 bit (or 3ds Max 2010 32 bit).
3ds Max 2012 has the feature to save scene in 2011 or 2010 file format, so You will be able to open your final scene in previous 3ds Max version and export into iClone.

Vit


3D Universe
3D Universe
Posted 14 Years Ago
View Quick Profile
Veteran Member

Veteran Member (685 reputation)Veteran Member (685 reputation)Veteran Member (685 reputation)Veteran Member (685 reputation)Veteran Member (685 reputation)Veteran Member (685 reputation)Veteran Member (685 reputation)Veteran Member (685 reputation)Veteran Member (685 reputation)

Group: Forum Members
Last Active: 6 Years Ago
Posts: 64, Visits: 2.8K
Привет! Спасибо Виталий ! Жаль буду надееться что новый плагин появиться-к тому времени когда я смогу что нибудь делать в максе:hehe: Hello! Thank you Vitaly! hopes that I will receive a new plug-in that time when I can do anything in 3Dmax 2012
Cellygon
Cellygon
Posted 14 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)

Group: Forum Members
Last Active: 3 Years Ago
Posts: 500, Visits: 4.5K
Thanks Vit! :) While you guys are having fun with 3DXchange 5 I am trying to learn 3Ds Max. :D

I have another question. The G5 character template comes with clothes on the character. How do I remove these clothes but keep the skin layer skinned to the bone? Everytime I tried to remove the cloth it also remove the skin and skin data.

----------------------------------------------------------
My latest release for CC
   
For all my other iClone contents, click here.


Sen
Sen
Posted 14 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 2.8K, Visits: 28.5K
Hi Cypher ,

in edit poly > sub_object element > choose cloth (pick ) and supp .






CGTRADER


Cellygon
Cellygon
Posted 14 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)

Group: Forum Members
Last Active: 3 Years Ago
Posts: 500, Visits: 4.5K
Hi Sen thanks for the help. I did that and remove the cloth layer but now the skin data of the skin layer is gone. The mesh no longer move with the bones. I have to rig it to all the bones again?

Nevermind, I got it, thank you!! :D

----------------------------------------------------------
My latest release for CC
   
For all my other iClone contents, click here.


Sen
Sen
Posted 14 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 2.8K, Visits: 28.5K
no , deselect sub_objet mode and replace mouse on skin modifier or check pipette_tube :P .




CGTRADER


Apparition
Apparition
Posted 14 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (11.5K reputation)Distinguished Member (11.5K reputation)Distinguished Member (11.5K reputation)Distinguished Member (11.5K reputation)Distinguished Member (11.5K reputation)Distinguished Member (11.5K reputation)Distinguished Member (11.5K reputation)Distinguished Member (11.5K reputation)Distinguished Member (11.5K reputation)

Group: Forum Members
Last Active: 10 Years Ago
Posts: 2.2K, Visits: 4.0K
CypherWolf:

While the good advice from Vit3D works, it is not necessary to go deleting keys or complex maneuvers.   The keys are useful and on the contrary, you can add more keys, to place the character in suitable poses, which will help you when polishing the skin rigging.

Regarding the distortion you experience when "converting to SKIN", let me explain:   It is not the SkinWrap modifier who is dependent on frame position.   It is the skin modifier itself, which stores a reference frame in to the modifier data.

So here it is what you need to do:

The RL templates come with a "standard" pose at frame ZERO but also bring a T-pose at Frame 500.    Move the time slider to 500 and you will have the avatar standing in Tpose.  

Apply the SkinWrap modifer to your new mesh and give it the proper skin parts as you already did.   Convert it to skin.   The new mesh might be distorted.   Don't worry!

 Now check this image below:

YOu see to the right there is a section Advanced Parameters.  Thre is a check box "Always deform" and just below an input window labeled "Ref Frame".

What you actually need to do, without messing with the keyframes, is:  

-Once you have "converted to skin", and the mesh gets all distorted, TURN OFF the skin modifier (click on the little light bulb next to it).  When you do that the mesh gets back to normal, no distortion!  

-Now UNCHECK the Always Deform CHECK BOX.    Then change the "Refrence frame" to the frame you are, probably 500 if you are working using a T-Pose-

-Now Click on the SKIN On switch (the light bulb, to make it white again)

-You will see the mesh does not distort!   Now just enable the "Always Deform" Check box!

No need to delete keyframes!     Remember:   The Skin modifier STORES the keyframe where it was created.   What you learned is how to reset that keyframe to a new one!

Hope this helps!

Mike Aparicio-Reallusion Certified Innovative Content Developer


Cellygon
Cellygon
Posted 14 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)Distinguished Member (3.4K reputation)

Group: Forum Members
Last Active: 3 Years Ago
Posts: 500, Visits: 4.5K
Thanks Sen I understand now. I forgot to deselect and select the skin again. :D

Thank you Apparition. That was very helpful and I appreciate you getting into detail about it. Thanks!

----------------------------------------------------------
My latest release for CC
   
For all my other iClone contents, click here.



1
2



Reading This Topic