Need help from 3Ds Max expert


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By Cellygon - 14 Years Ago
First of all I would like to remind you that I am a total newbie to 3Ds Max. I have only mess around with this software in the past 2 weeks. So don't mind me if I sound like a total idiot.

I quickly learn how to use most of the basic tools and modifier in 3Ds Max with the help of youtube videos. I really want to advance my skills and learn how to create my own hair, gloves, cloth and clothing accessories. I have created some clothing accessories and gloves in zbrush as I am more familiar and comfortable with that software. I import it in the scene in 3Ds max and add it to the Chuck template. I've successfully place them where it needs to be on chuck template and skin-wrap it. Then I select the bones and move around to test the skin wrap and everything works fine. my clothing accessories and clothing parts and gloves moves around accurately as I animate the character in 3Ds Max. But here's where the problem lies and it's where i need you guys help on it. After I click convert to skin to finalize, everything gets all mess up and disoriented/deformed... So for the 3Ds Max expert here. What did I do wrong? No matter what I do, everytime I click convert to skin. everything gets all messed up. any advice?
By Vit3D - 14 Years Ago
Hi Cypher,

SkinWrap modifier has some issues - if You have more that one key frame in animation sequence it can produce wrong result when to convert to skin.
So what to do:
1. Move T-Pose key frame in frame 0 and delete all other key frames for body bones.
2. Apply SkinWrap modifier in frame 0 and then convert to Skin in the same frame (!)

And another thing -- SkinWrap to Skin conversion works fine if it made in source character rig pose. If I remember correctly, Chuck was rigged not in T-Pose, but in pose in frame 0.
So if You still will have issue - try to do the same for frame 0 (delete all keys except frame 0).
But if You would like to use T-pose, You should prepare template first -- made T-Pose a rig pose for Chuck. You can find instruction how to change rig pose in description to G3 and G5 templates.
If You will have question - do not hesitate to ask. Good luck! :)
By Cellygon - 14 Years Ago
*Bow* thank you very much Vit. :D very much appreciated. You don't know how helpful you were. you're advice fixed that problem. You have no idea how happy I am right now to finally make my first gloves and cloth accessories for iClone. at the moment I am not worried about UV maps yet, just trying to learn how to create cloth, gloves and hair. I am still a beginner at 3ds max. so everything is not perfect. I'm not gonna produce clonecloth and gloves content right away, just trying to learn for now.

There is still some skinning issues I need to fix which I think I can manage. It's not perfect but I get the basic workflow of this. :)

But I got another question. My cloth material came out quite blocky when exported the character to iClone. Do I need to add more resolution to the mesh? do I just add more edges in 3Ds max. How do you guys smooth out your cloth so it is less blocky?
By Vit3D - 14 Years Ago
First of all check what smoothing groups your mesh has. Better if all mesh's polygons will have the same smoothing group (for ex 1). iClone correctly recognize smoothing groups assigned in 3ds Max.
Further look improvement You can reach if You will apply normal bump map, but to do this You should create some UV, sculpt model in ZBrush and export Normal bump (do not forgot press Flip G button on export :) )
And one advice -- always try to keep as less polygons as possible. iClone has excellent Normal bump support and increasing of polygons really needed only if You will have problems in animation -- in this case You should increase poly counter in zones near joints. ;)
By Sen - 14 Years Ago
Flip V , no ? :P
By Vit3D - 14 Years Ago
Sen, after importing models in ZBrush I always flip UV map vertically ("Flip V").
When I exporting Normal bump maps I set FlipG option. Really this option do not "flip" Green channel, but invert it.
By Sen - 14 Years Ago
Ah , ok Flip G is :





I never use this option . Thanks Vit
By Vit3D - 14 Years Ago
Sen, FlipG not required if You going to use normal map in 3ds Max, this option needed for iClone compatibility only. But anyway if You already generated Normal map in Zbrush You can easy invert Green channel in Photoshop (CTR I) -- result will be absolutely the same.
Also I use Adaptive option -- result a bit better when it switched ON. ;)
By Sen - 14 Years Ago
Thnak Vit for you tips ;)
By 3D Universe - 14 Years Ago
Hello! I have now appeared Autodesk 3ds Max Design 2012 32-bit install the plugin exports (3ds Max 2011 Plugin for iClone 5 new (Updated: 2011.11.18)
G5 3DS Max Character Templates New (Updated: 2011.11.18) Are they compatible! Any help greet! Thank you!
By Vit3D - 14 Years Ago
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.
By 3D Universe - 14 Years Ago
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
By Cellygon - 14 Years Ago
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.
By Sen - 14 Years Ago
Hi Cypher ,

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



By Cellygon - 14 Years Ago
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
By Sen - 14 Years Ago
no , deselect sub_objet mode and replace mouse on skin modifier or check pipette_tube :P .

By Apparition - 14 Years Ago
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!

By Cellygon - 14 Years Ago
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!