HOW TO BAKE ANIMATIONS FROM 3DS MAX INT
https://www.youtube.com/watch?v=H3SCSPmKXCs
3ds Max Top Tip: Exporting Animations out of 3ds Max for Game Engines
-ANIMAL RIG(custom)
STEPS:
select all relevant visible mesh, bones, ctrls
export selected
name it
animation > check
bake animation > check
set time range
set step(1 is every frame)
CHECK resample all
embed media > check(if no textures have been created
* for mystique,
eyes are working fine, no need to fix pivot orientaiton
to fix weird skirt: make sure to turn OFF turbosmooth
to fix missing facial animations: export with CTRLS, use the MOTION COLLAPSING method
to fix missing morph targets:
*skin has to be the highest modifier in the stack for your polys, that means need to find a way to turbosmooth INSIDE unity
OPTIONS THAT DONT WORK:
-https://italolelis.com/posts/unity3d-smooth-mesh/(DOESNT WORK)
-the Catmull-Clark Mesh Subdivision script on the asset store
OPTIONS THAT MAY WORK:
-https://forum.unity.com/threads/in2unity-geomtry-vertex-animation-export-from-3dsmax.99340/(only 400 verts, will create helper per vert)
-https://www.youtube.com/watch?v=BCsjGyx68os(point chache)
-https://github.com/unity3d-jp/AlembicForUnity(used for ADAM)
-shell still works but looks a bit different
links to look at:
https://www.youtube.com/watch?v=LrmZ4aeNmq8
------------------------------
try using point cache
NOPE ITS $150 fuck that
Thursday, 12 March 2020
HOW TO EXPORT FBX FROM UNITY WITH MATERIALS
HOW TO EXPORT FBX FROM UNITY WITH MATERIALS
download export fbx package:
Window > Package Manager > All > find the fbx exporter
export settings:
name: <anything>
path: (create a folder in assets so you can see what the needed files are)
options:
format: ASCII
include: models only
LOD level: All
Obj pos: Local Pivot(will import position at 0) / World Absolute (will import position at where it is in Unity)
Skin mesh: off
cmp name: on
expt unren: on
findings:
*local pivot means object will disregard position in Unity
transferred properties:
material name(?) NEED TO CHECK
diffuse color
diffuse texture map
position in world if choose "World Absolute"
cube tests.meta is the folder
material is linked from folder in assets you created earlier, in the unity project folders
import to edit mesh into 3dsmax
download export fbx package:
Window > Package Manager > All > find the fbx exporter
export settings:
name: <anything>
path: (create a folder in assets so you can see what the needed files are)
options:
format: ASCII
include: models only
LOD level: All
Obj pos: Local Pivot(will import position at 0) / World Absolute (will import position at where it is in Unity)
Skin mesh: off
cmp name: on
expt unren: on
findings:
*local pivot means object will disregard position in Unity
transferred properties:
material name(?) NEED TO CHECK
diffuse color
diffuse texture map
position in world if choose "World Absolute"
cube tests.meta is the folder
material is linked from folder in assets you created earlier, in the unity project folders
import to edit mesh into 3dsmax
WHY MIRROR DOESNT WORK FOR RIGGING
WHY MIRROR DOESNT WORK
coz you didnt add the tail bones
sometimes need to remake mesh by creating box and attatching old one
need to mirror when they are symmetrical NOt always
coz you didnt add the tail bones
sometimes need to remake mesh by creating box and attatching old one
need to mirror when they are symmetrical NOt always
How to manually bake rolling door animation
How to manually bake rolling door animation:
use the percentage slider to make the door animate
*if you want the door to ease in/out, leave it as it is.
*if you want the movement to be constant, go to curve editor, open the 'space warps' tab and make it linear.
duplicate door
give it suffix "_ANIM"
collapse the path deform
add morpher modifier
(this is the one thats going to be exported with the animation)
duplicate by array door so you have 6 copies(7 total)
rename
give them suffix "00_MT_"
(these are the morph targets)
select _ANIM frames
graph editors > curve editor
modified object > morpher
select frames
make them linear
use the percentage slider to make the door animate
*if you want the door to ease in/out, leave it as it is.
*if you want the movement to be constant, go to curve editor, open the 'space warps' tab and make it linear.
duplicate door
give it suffix "_ANIM"
collapse the path deform
add morpher modifier
(this is the one thats going to be exported with the animation)
duplicate by array door so you have 6 copies(7 total)
rename
give them suffix "00_MT_"
(these are the morph targets)
select _ANIM frames
graph editors > curve editor
modified object > morpher
select frames
make them linear
how to make rolling animation in 3ds max
how to make rolling animation in 3ds max
make a helix
make its height 0
(so its flat)
rotate it to make sure tail is at the bottom
duplicate it to make other side roll too
convert to editable spline
attatch the other one
connect the two tails
create a new plane
subdivide it to form the grills
apply World Space Deformer: Path Deform Binding
pick path: the spline
***press 'move to path' button***
adjust rotation field to make sure it looks right
-in 90 degree increments
'percentage' field will adjust how much you want it to roll
add width and width segments to make it longer and smoother
TO ANIMATE garage door roll:
-move the pivot of the plane
OR
-animate the percent field
TO ANIMATE carpet roll:
turn on autokey
go to editable spline
animate the vertices of the spline and the plane should follow
make a helix
make its height 0
(so its flat)
rotate it to make sure tail is at the bottom
duplicate it to make other side roll too
convert to editable spline
attatch the other one
connect the two tails
create a new plane
subdivide it to form the grills
apply World Space Deformer: Path Deform Binding
pick path: the spline
***press 'move to path' button***
adjust rotation field to make sure it looks right
-in 90 degree increments
'percentage' field will adjust how much you want it to roll
add width and width segments to make it longer and smoother
TO ANIMATE garage door roll:
-move the pivot of the plane
OR
-animate the percent field
TO ANIMATE carpet roll:
turn on autokey
go to editable spline
animate the vertices of the spline and the plane should follow
HOW TO USE SLATE MATERIAL EDITOR IN MAX
materials in max
why is it red? means visible in the viewport
how to hide all from slate editor viewport?
good tips
move children button
layout horizontal or vertical
HOW TO STOP SCENE FROM JUMPING WHEN MODELLING:
HOW TO STOP SCENE FROM JUMPING WHEN MODELLING:
Go to: C:\Program Files\Autodesk\3ds Max 2017\stdplugs
Rename "AutoCamMax.gup" to "AutoCamMax.gup.bak"
DONE!
*note: this will remove viewcube
Why it happens:
scene too big. need to preserve memory. somehow it does this by moving viewport for some unknown reason.
Go to: C:\Program Files\Autodesk\3ds Max 2017\stdplugs
Rename "AutoCamMax.gup" to "AutoCamMax.gup.bak"
DONE!
*note: this will remove viewcube
Why it happens:
scene too big. need to preserve memory. somehow it does this by moving viewport for some unknown reason.
HOW TO REEAAAAAALLY BAKE ANIMATIONS IN MAX
-------------------------------MOTION COLLAPSING-------------------------------
HOW TO REEAAAAAALLY BAKE ANIMATIONS IN MAX
*what bake means here is every single frame is keyed
this solves animation problems that might occur in unity
Select all objects you want to be baked
click motion button [((O] > trajectories > Sample Range:
set start time and end time in frames
samples: set to total number of frames(including first one) (EndTime - StartTime + 1)
COLLAPSE
export as fbx
*note - will only bake poses. facial animations and morph targets wont be carried over
-------------------------------CLOTH BAKING-------------------------------
be on first frame
apply cloth modifier AT THE TOP
obj properties > select mesh > make mesh a cloth > OK
cloth down arrow > group > select all verts > make group
DONT CLICK ANYYYYTHINGGGG
when group is selected in table AND viewport > preserve
come back to cloth, simulated frames should say 1
cloth > simulation > simulate
animation should play normally
create keys > yes ( will collapse mesh)
hide/delete bones
now you have animated mesh(DO NOT CONVERT TO EDIT POLY)
*note - cant be played in UNITY, which is the whole point
HOW TO REEAAAAAALLY BAKE ANIMATIONS IN MAX
*what bake means here is every single frame is keyed
this solves animation problems that might occur in unity
Select all objects you want to be baked
click motion button [((O] > trajectories > Sample Range:
set start time and end time in frames
samples: set to total number of frames(including first one) (EndTime - StartTime + 1)
COLLAPSE
export as fbx
*note - will only bake poses. facial animations and morph targets wont be carried over
-------------------------------CLOTH BAKING-------------------------------
be on first frame
apply cloth modifier AT THE TOP
obj properties > select mesh > make mesh a cloth > OK
cloth down arrow > group > select all verts > make group
DONT CLICK ANYYYYTHINGGGG
when group is selected in table AND viewport > preserve
come back to cloth, simulated frames should say 1
cloth > simulation > simulate
animation should play normally
create keys > yes ( will collapse mesh)
hide/delete bones
now you have animated mesh(DO NOT CONVERT TO EDIT POLY)
*note - cant be played in UNITY, which is the whole point
HOW TO PAINT WEIGHTS / SKIN IN MAX
WAY #1:
HOW TO PAINT WEIGHTS:
https://www.youtube.com/watch?v=tP0s8VHy0CU
*CHECKING Paint Blend Weights will 'blur' the gradient
keep stregth between 1 and 0
to erase weight, press alt while you brush
adjust size: Shift + Ctrl + Clickdrag Up/down
adjust strength: Shift + Alt + Clickdrag Up/down
BLENDING should be at strength 1
ADDING should be at strength 0.2
TIPS:
for elbow/knee
more red where its at
more orange where it folds in on itself
imagine from side view, the red/yellow gradient is diagonal
----------------------------------------------------------------------------------------
WAY #2:
https://www.youtube.com/watch?v=_6vtUyKafbA
how to skin the INDIAN way:
keep default skinning, BUT remove the bones you dont want to be affected.
select all verts you DONT want
go to weight tool
press '0'
eg:
-legs
SHOULDER:
then paint weights
make sure shoulder is shrugged to adjust spine, clavicle and shoulder
FINGER:
do the way you're used to
If changes are made to the model thats aren't so big:
RHS > advanced params > uncheck 'always deform'
THEN EDIT YOUR MODEL
once you're done, switch 'always deform' back on
---------------------------------
HOW TO BIND MESH TO ANOTHER MESH:
(usually for clothes with collars and shit)
select shirt
Apply skin wrap modifier
deformation engine: face deformation
at the bottom: CHECK weight all points
params > add > select body mesh thats already skinned
(sometimes normals will misbehave but thats fine)
once happy: press 'convert to skin' button
will create 'skin' modifier
will deactivate(but not delete) skin wrap
if normals are STILL misbehaving:
add 'edit normals' modifier
drag below 'skin'
click 'unify' button
---------------------------------
HOW TO BIND HARD MESH TO ANOTHER MESH:
(usually for buttons or buckles)
use this script:
www.aarondabelow.com/v1/pages/maxscript/maxscript-rivet_point.html
----------------------------------------------------------------------------------------
WAY #3:
how to skin the white man with a cat way:
https://www.youtube.com/watch?v=QSzWg7aF5Zw
model DOESNT have to be symmetrical, but should have a 'naked' version which is, and is easy to mirror
ie, need to have edge loops and clear topology, no collars/buttons/loose pants
---------------------------------
STEPS:
have rig in place
select mesh > add skin modifier
add bones
edit envelopes
CHECK select vertices
weight tool
weight '1' on hips/pelvis
LEG:
start with leg
grow # of vertices
select leg bone
low value: '.1'
shink selection, increase value
---------------------------------
HOW TO COPY WEIGHTS FROM 1 SIDE TO THE NEXT:
RHS> mirror mode
make sure mirror plane is correct
pate blue to green(or whatever side you worked on)
if you just want a few:
select the verts you wanna copypaste
Mirror paste
WHY MIRROR DOESNT WORK:
coz you didnt add the tail bones
sometimes need to remake mesh by creating box and attatching old one
need to mirror when they are symmetrical NOt always
---------------------------------
HOW TO SMOOTH OUT PROBLEM AREAS:
select problem region
grow selection
add value '+'
shink it
add value '+'
do again and again until you have a nice gradient
add value '+'
---------------------------------
HOW TO BIND MESH TO ANOTHER MESH:
(usually for clothes with collars and shit)
select shirt
Apply skin wrap modifier
deformation engine: face deformation
at the bottom: CHECK weight all points
params > add > select body mesh thats already skinned
(sometimes normals will misbehave but thats fine)
once happy: press 'convert to skin' button
will create 'skin' modifier
will deactivate(but not delete) skin wrap
note: object cannot be an instanced thing
if normals are STILL misbehaving:
add 'edit normals' modifier
drag below 'skin'
click 'unify' button
---------------------------------
HOW TO BIND HARD MESH TO ANOTHER MESH:
(usually for buttons or buckles)
use this script:
www.aarondabelow.com/v1/pages/maxscript/maxscript-rivet_point.html
HOW TO MAKE SIMPLE POSTER IN ILLUSTRATOR
illustrator poster basics
more settings for a1, a2, a3, a4 size
set to CMYK and 3mm bleed for print
M for rectangle tool
Shift+x to change fill rect to stroke rect
select rect and image > RMB > clipping mask
to lock: object > lock > selection
ADD EFFCTS:
P for pen tool
draw shape
Shift for vert, 45 deg or horz snap
to fill: LHS > solid square button below color selection squares
select color while its still selected
to make transparent: RHS > two circles slightly overlapped button > change blend mode
ADD SHADOW:
pen tool > draw shape
instead of solid square, select gradient square
select arrow(dir selection) to adjust anchor pts of shape
ADJUST GRADIENT:
RHS > Gradient button > change values to CMYK
change both sides to BLACK
change the amount of shadow so it looks good
LHS > gradient tool > draw the gradient direction
once side has to be 0% opacity
ADD LINE:
use pen tool
dont join them
make sure stroke box has color
can choose cap style(quare or round) in RHS 3lines button
alt+clickdrag to duplicate
ctrl+D to duplicate last action
more settings for a1, a2, a3, a4 size
set to CMYK and 3mm bleed for print
M for rectangle tool
Shift+x to change fill rect to stroke rect
select rect and image > RMB > clipping mask
to lock: object > lock > selection
ADD EFFCTS:
P for pen tool
draw shape
Shift for vert, 45 deg or horz snap
to fill: LHS > solid square button below color selection squares
select color while its still selected
to make transparent: RHS > two circles slightly overlapped button > change blend mode
ADD SHADOW:
pen tool > draw shape
instead of solid square, select gradient square
select arrow(dir selection) to adjust anchor pts of shape
ADJUST GRADIENT:
RHS > Gradient button > change values to CMYK
change both sides to BLACK
change the amount of shadow so it looks good
LHS > gradient tool > draw the gradient direction
once side has to be 0% opacity
ADD LINE:
use pen tool
dont join them
make sure stroke box has color
can choose cap style(quare or round) in RHS 3lines button
alt+clickdrag to duplicate
ctrl+D to duplicate last action
HOW TO MAKE SCANLINE RENDER WITH DEFAULT LIGHTS AFTER CREATING LIGHTS
HOW TO MAKE SCANLINE RENDER WITH DEFAULT LIGHTS AFTER CREATING LIGHTS
press 8
<no exposure control>
RENDERRRRR
press 8
<no exposure control>
RENDERRRRR
HOW TO MAKE HAIR
HOW TO MAKE HAIR
make shell of hair based on head mesh
*try not to use symmetry modifier, this way you can copy the skin and morpher modifiers
*make MORE than what you need
obj properties: make it unrenderable
turbosmooth 2x, this way your paint can be more detailed
add modififer: VertexPaint
VertexPaint panel > CLICK first coloured box
CLICK paint bucket button to fill everything BLACK
CLICK brush button
paint in WHITE
vertex mode
select parts you wanna paint
paint actual hair origins
soften with GREY
you can also select vertices and FILL
use soft selection to get it smoother
check map channel, set to 10
material editor > GET MATERIAL BUTTON(at the most left of the row) > vertex color
map channel, set to 10
select hair mesh
add modifier: Hair and Fur(WSM)
General Properties:
adjust:
Root thick to 2
Tip thick to 2
Density slot: DRAG the vertex color material into this slot(INSTANCE)
Random scale to 0
Frizz Parameters
Frizz root & tip to 0
Selection: the first squiggly line one
then Utilities: Attentuate button(top left) this will shorten hair
Styling: click arrow button(right)
side view:
lasso select eyebrows, make selection group
selection > selection utilities > Hide selected(btm left)
do same for sides, bak, top, moustache, goatee and muttonchops
it might be hard to select the groups, so change the scale and hit attentuate button to shorten/lengthen the hair
if its really hard, then separate the hair meshes
selction utilities > show hidden
front view
split them into left and right now
select moustache group
styling > hair brush button(leftmost)
selection > select hair by ends(leftmost)
SWITCH TO SIDE VIEW
select moustache group
styling: scale(btm right)
make hair shorter
styling: translate(topleft)
comb it DOWN
zoom in and out using scroll wheel
make sure to check front side and 3/4 top to see if hair looks right
once done, change root and trim to 1 and 1
render effects (press 8)
effects > hair and fur > hairs > mr prim
voxel res: 1
make new material
mental ray : mental ray
surface > muhHair for max(missing)
modifier panel: mr params:
apply mr shader > drag your material into this slot
(if you render now, hair is wispy)
add a 0 to your hair count
vertext paint WHITE when you want it more frizzy, then make a vertetx color texture on the same channel, PASTE that material into your hair fizz slots and see what happens!
you can also put vertexpaint color maps into a hair scale or hair density slot, so you can make things like drake hairstyle without even adjusting scale of hair with the brush!
cut length vs scale = this mainly affects hair tip color!
for that FRESH FADE, put map in cutlenght slot
also, put it in the frizz, otherwise it looks TOO straight
for black ppl, hair is thicker, so up the root scale
frizz tip vs frizz root
if only frizz root, it makes hair look like water when it's short.
use combo of both, but lesser of the tip.
Material Params:
also turn apecular and glossy down
change the tint color to a lighter saturated version of root color
make shell of hair based on head mesh
*try not to use symmetry modifier, this way you can copy the skin and morpher modifiers
*make MORE than what you need
obj properties: make it unrenderable
turbosmooth 2x, this way your paint can be more detailed
add modififer: VertexPaint
VertexPaint panel > CLICK first coloured box
CLICK paint bucket button to fill everything BLACK
CLICK brush button
paint in WHITE
vertex mode
select parts you wanna paint
paint actual hair origins
soften with GREY
you can also select vertices and FILL
use soft selection to get it smoother
check map channel, set to 10
material editor > GET MATERIAL BUTTON(at the most left of the row) > vertex color
map channel, set to 10
select hair mesh
add modifier: Hair and Fur(WSM)
General Properties:
adjust:
Root thick to 2
Tip thick to 2
Density slot: DRAG the vertex color material into this slot(INSTANCE)
Random scale to 0
Frizz Parameters
Frizz root & tip to 0
Selection: the first squiggly line one
then Utilities: Attentuate button(top left) this will shorten hair
Styling: click arrow button(right)
side view:
lasso select eyebrows, make selection group
selection > selection utilities > Hide selected(btm left)
do same for sides, bak, top, moustache, goatee and muttonchops
it might be hard to select the groups, so change the scale and hit attentuate button to shorten/lengthen the hair
if its really hard, then separate the hair meshes
selction utilities > show hidden
front view
split them into left and right now
select moustache group
styling > hair brush button(leftmost)
selection > select hair by ends(leftmost)
SWITCH TO SIDE VIEW
select moustache group
styling: scale(btm right)
make hair shorter
styling: translate(topleft)
comb it DOWN
zoom in and out using scroll wheel
make sure to check front side and 3/4 top to see if hair looks right
once done, change root and trim to 1 and 1
render effects (press 8)
effects > hair and fur > hairs > mr prim
voxel res: 1
make new material
mental ray : mental ray
surface > muhHair for max(missing)
modifier panel: mr params:
apply mr shader > drag your material into this slot
(if you render now, hair is wispy)
add a 0 to your hair count
vertext paint WHITE when you want it more frizzy, then make a vertetx color texture on the same channel, PASTE that material into your hair fizz slots and see what happens!
you can also put vertexpaint color maps into a hair scale or hair density slot, so you can make things like drake hairstyle without even adjusting scale of hair with the brush!
cut length vs scale = this mainly affects hair tip color!
for that FRESH FADE, put map in cutlenght slot
also, put it in the frizz, otherwise it looks TOO straight
for black ppl, hair is thicker, so up the root scale
frizz tip vs frizz root
if only frizz root, it makes hair look like water when it's short.
use combo of both, but lesser of the tip.
Material Params:
also turn apecular and glossy down
change the tint color to a lighter saturated version of root color
HOW TO MAKE FACIAL RIG THE FAIZAL WAY
HOW TO MAKE FACIAL RIG THE FAIZAL WAY
FUCK IT JUST MOVE THE BONE ENDS BUT CREATE SNAP-TO OBJECTS IF YOU FUCK UP
the virgin way:
use POSITION constrains for face features (bone ends)
-this way you can move them in and out too!
-still cant rotate, but its ok
-make sure you set them before you move them out of position
-dont delet halfway
use ORIENTATION contraint for bone link
add ORIENTATION contraint to the closest to nose bridge eyebrows and half to the 2nd closest
-link the BoneEnds to the CTRLS
make CTRL_HOLDERS so you can always snap them back into place
-lock their positions in link info so you dont move them, NOT FREEZE
Heirachy:
Bip_Head > Facial CTRLS _ CTRL_Holders > Ctrls
some stuff like eye grow still need morph targets
*make sure that eyebrows flow with topology of mesh, easier to weight that way
*-that way you can use skin bind if you weight the skin properly first!!!
FUCK IT JUST MOVE THE BONE ENDS BUT CREATE SNAP-TO OBJECTS IF YOU FUCK UP
the virgin way:
use POSITION constrains for face features (bone ends)
-this way you can move them in and out too!
-still cant rotate, but its ok
-make sure you set them before you move them out of position
-dont delet halfway
use ORIENTATION contraint for bone link
add ORIENTATION contraint to the closest to nose bridge eyebrows and half to the 2nd closest
-link the BoneEnds to the CTRLS
make CTRL_HOLDERS so you can always snap them back into place
-lock their positions in link info so you dont move them, NOT FREEZE
Heirachy:
Bip_Head > Facial CTRLS _ CTRL_Holders > Ctrls
some stuff like eye grow still need morph targets
*make sure that eyebrows flow with topology of mesh, easier to weight that way
*-that way you can use skin bind if you weight the skin properly first!!!
HOW TO MAKE 3DS max viewport look like EEVEE from Blender
HOW TO MAKE 3DS max viewport EEVEE "Style"
https://www.youtube.com/watch?v=Oc8aSyPVbac
MAKE SURE materials are set to realistic in VP
best to have physical materials
no composite
set VP to HQ shading
make photometric target lights
enable shadows
increase shadow map params (optional)
change to rectangles
make size about portrait size
reflections
press 8
make a HDRI map
*MAAAAAP not texture
check use map
[+] > configure viewports > bg
CHECK use enviro bg > ok
can adjust shadows and AO but i dont wanna
HOW TO MAKE BG ILLUMINATE SCENE(only in max)
turn off lights
add dome light
standard > skylight
skylight params > use scene envirrnment
if too dark, increase multiplier value(30 is good)
https://www.youtube.com/watch?v=Oc8aSyPVbac
MAKE SURE materials are set to realistic in VP
best to have physical materials
no composite
set VP to HQ shading
make photometric target lights
enable shadows
increase shadow map params (optional)
change to rectangles
make size about portrait size
reflections
press 8
make a HDRI map
*MAAAAAP not texture
check use map
[+] > configure viewports > bg
CHECK use enviro bg > ok
can adjust shadows and AO but i dont wanna
HOW TO MAKE BG ILLUMINATE SCENE(only in max)
turn off lights
add dome light
standard > skylight
skylight params > use scene envirrnment
if too dark, increase multiplier value(30 is good)
HOW TO COPY WEIGHTS
HOW TO COPY WEIGHTS:
select biped
turn ON figure modej
select mesh to be weighted
add 'skin wrap' modifier
add> rigged model
deformation engine: face deformation
CHECK weight all points
convert to skin
delete skin wrap modifier
will it work with different topology? lets find out!!
make a sun roof
make the visual cues
select biped
turn ON figure modej
select mesh to be weighted
add 'skin wrap' modifier
add> rigged model
deformation engine: face deformation
CHECK weight all points
convert to skin
delete skin wrap modifier
will it work with different topology? lets find out!!
make a sun roof
make the visual cues
HOW TO FIX POINTS THAT ARE WEIGHTED TO TWIST BONES
*animate elbows and knees to test
how to fix wrists and ankles in police/terrorist
remove twist bones from mesh
top
gloves
pants
boots
assign value 1 to forearms/legs
delete animation
how to fix wrists and ankles in police/terrorist
remove twist bones from mesh
top
gloves
pants
boots
assign value 1 to forearms/legs
delete animation
HOW TO CONVERT BVH FROM MVN TO BIP FOR MAX
export as BVH
options > prefs> BVH
frame sampling: 0(for 120 fps)
Tpose? YES
output: 3ds max
outputunit: cm
save + close
file > export > selection
MAX
Create Biped(reference)
Select BIP
Go to Motion > Motion capture
choose your BVH
INTHEPOP-UP:
can change scale
IMPORTANT to keep knee elbow angles CHECKED
click ref biped
motion > biped > save motion button
CHECK save segment at current position and rotation
set range(stopwatch, first icon below 'to' field)
THIS SAVES IT AS A BIP FILE
NOW IMPORT/OPEN YOUR ALREADY MADE CHARACTER
click YOUR ALREADY MADE CHARACTER biped
motion > motion capture > load
choose your BIP
same popup, same settings
options > prefs> BVH
frame sampling: 0(for 120 fps)
Tpose? YES
output: 3ds max
outputunit: cm
save + close
file > export > selection
MAX
Create Biped(reference)
Select BIP
Go to Motion > Motion capture
choose your BVH
INTHEPOP-UP:
can change scale
IMPORTANT to keep knee elbow angles CHECKED
click ref biped
motion > biped > save motion button
CHECK save segment at current position and rotation
set range(stopwatch, first icon below 'to' field)
THIS SAVES IT AS A BIP FILE
NOW IMPORT/OPEN YOUR ALREADY MADE CHARACTER
click YOUR ALREADY MADE CHARACTER biped
motion > motion capture > load
choose your BIP
same popup, same settings
HOW TO CONVERT BONES TO BIPED FOR MAX
youtube referal link:
https://www.youtube.com/watch?v=7Lr33HA5IvY
script download:
http://cafe.naver.com/pinksox/6064
--------------------------------------------------
in max:
open schematic view
adjust something in heirachy
open the scene with the static character pose in it
create a biped roughly around that size
go to figure mode
create Xtra bones for wings/other sort of bones if needed
create fingers/mitten finger as needed
HERE'S WHERE YOU ADD THE SCRIPT:
dragdrop .ms file into scene
"Sox Fbx to Biped v0.15"
Select bip on fbx
press 'set fbx root"
RMB > Obj Properties: see if user defined has the "soxFbx...=True"
RMB > Hide Selection
Select bip on BIPED
press 'set BIPED root"
RMB > Obj Properties: see if user defined has the "soxFbx...=True"
RMB > Hide Selection
checkbox "autohide after set"
Press + button
do same for pelvis:
Select pelvis on fbx
press 'set fbx"
RMB > Obj Properties: see if user defined has the "soxFbx...=True"
Select pelvis on BIPED
press 'set BIP"
RMB > Obj Properties: see if user defined has the "soxFbx...=True"
do same for spine
----------------------------
ONCE YOURE DONE WITH ALL:
Save As
Unhide all
Select from scene
"*nub"
hide?
In script window:
Sync > Figure Sync
This will align biped with existing fbx skeleton
select all fbx
RMB > Hide
Resize girth of bones NOT HEIGHT
if you do, make sure to hit 'Figure Sync'
once done, go to properties tab > biped > save file
go back to file with animation
create biped
figure mode
load file
choose the .fig
In script window:
scan root
Set root for both fbx and biped
load 'test.stb'
make sure naming is consistent with previous version
use rename function at bottom if not
load again to check
https://www.youtube.com/watch?v=7Lr33HA5IvY
script download:
http://cafe.naver.com/pinksox/6064
--------------------------------------------------
in max:
open schematic view
adjust something in heirachy
open the scene with the static character pose in it
create a biped roughly around that size
go to figure mode
create Xtra bones for wings/other sort of bones if needed
create fingers/mitten finger as needed
HERE'S WHERE YOU ADD THE SCRIPT:
dragdrop .ms file into scene
"Sox Fbx to Biped v0.15"
Select bip on fbx
press 'set fbx root"
RMB > Obj Properties: see if user defined has the "soxFbx...=True"
RMB > Hide Selection
Select bip on BIPED
press 'set BIPED root"
RMB > Obj Properties: see if user defined has the "soxFbx...=True"
RMB > Hide Selection
checkbox "autohide after set"
Press + button
do same for pelvis:
Select pelvis on fbx
press 'set fbx"
RMB > Obj Properties: see if user defined has the "soxFbx...=True"
Select pelvis on BIPED
press 'set BIP"
RMB > Obj Properties: see if user defined has the "soxFbx...=True"
do same for spine
----------------------------
ONCE YOURE DONE WITH ALL:
Save As
Unhide all
Select from scene
"*nub"
hide?
In script window:
Sync > Figure Sync
This will align biped with existing fbx skeleton
select all fbx
RMB > Hide
Resize girth of bones NOT HEIGHT
if you do, make sure to hit 'Figure Sync'
once done, go to properties tab > biped > save file
go back to file with animation
create biped
figure mode
load file
choose the .fig
In script window:
scan root
Set root for both fbx and biped
load 'test.stb'
make sure naming is consistent with previous version
use rename function at bottom if not
load again to check
HOW TO CONSTRAIN AND THEN BAKE PROPS TO HAND
HOW TO CONSTRAIN AND THEN BAKE PROPS TO HAND
-create two locators, one worldLOC, one handLOC
-move into position
-parent handLOC to hand
-go to chanel editor
-transitioning the pickup
--start frame - make it world:hand - 1:0
--end frame - make it world:hand - 0:1
-do same for the putdown but in reverse
BAKING
-select the prop
-edit > keys > bake simulation
now you can delete the controllers/locators
-select the objects
-edit > delete (sometimes backspace wont work)
-create two locators, one worldLOC, one handLOC
-move into position
-parent handLOC to hand
-go to chanel editor
-transitioning the pickup
--start frame - make it world:hand - 1:0
--end frame - make it world:hand - 0:1
-do same for the putdown but in reverse
BAKING
-select the prop
-edit > keys > bake simulation
now you can delete the controllers/locators
-select the objects
-edit > delete (sometimes backspace wont work)
HOW TO CLEAN UP ANIMATION AFTER GETTING MOCAP .BIP ANIMATION FILE
advantages: WHY do this?
TIMING is done naturally - no need to spend hours play testing
POSES are more or less BALANCED - only need minimal adjustment
STEPS:
load your bip file into your biped
-click character biped
-motion > motion capture > load
-choose your BIP
HOW TO CHANGE MUTLIPLE MATERIAL TYPES IN 3DS MAX
HOW TO CHANGE MUTLIPLE MATERIAL TYPES IN 3DS MAX
CHANGE FROM PHYSICAL TO STANDARD MATERIAL SO THAT CAN USE IN MAX
**WITHOUT CHANGING COLOR
(unfortunately have to re-import maps for now)
-----------------------
select all the desired objects in the scene
slate material editor > Material > get from selected
-----------------------
dblclick on first one
RHS > RMB on base color > copy
RMB on material in View1 tab > change material/map type > Choose standard
DBLclick on material > RHS > RMB on Diffuse color > paste
-----------------------
NOW DO SAME FOR ALL
CHANGE FROM PHYSICAL TO STANDARD MATERIAL SO THAT CAN USE IN MAX
**WITHOUT CHANGING COLOR
(unfortunately have to re-import maps for now)
-----------------------
select all the desired objects in the scene
slate material editor > Material > get from selected
-----------------------
dblclick on first one
RHS > RMB on base color > copy
RMB on material in View1 tab > change material/map type > Choose standard
DBLclick on material > RHS > RMB on Diffuse color > paste
-----------------------
NOW DO SAME FOR ALL
HOW TO BAKE AO PASS IN MENTAL RAY
make sure render settings is set to mr
make the material:
make new material > mental ray > mental ray > OK
basic shaders > surface > none > mental ray > ambient/reflective occlusion
override all materials:
render > render setup OR f10 > processing > material override
press ENABLE
drag drop your AO material into material slot > instance
to adjust the black
M > adjust SPREAD and MAX DISTANCE
2 is good
INCREASE SAMPLES TO MAKE QUALITY NICERR
deafualt is 16
make it around 64
REMEMBER TO HIDE THE SET
REMEMBER TO ADJUST EXPOSURE
press 8 and seeeeeeeee
to make lights not affect scene
turn off all lights
f10 > renderer > Shadows and displacement > shadows > turn off "enable" > turn it back on
-----------------------------------------
FOR RENDER TO TEXTURE IF SUBSTANCE IS BEING A LIL BITCH
HAVE TO COMBINE ALL MESHES PER MATERIAL
HIDE EVERYTHING YOU DONT WANT
press 0(not numpad) for render to texture
also avail under render > render to texture
set output path
projection mapping
tick - enabled projection
if not, customize > preferences > Gamma and LUT > Enable Gamma/LUT COrrection
output> add > normals map
Thursday, 5 March 2020
how to make disks have that X-lighting
two lights
pull out center of disc slightly
make it shinnnnnnnny
pull out center of disc slightly
make it shinnnnnnnny
how to make a flash animation
write script
on paper:
make character designs
in Ps:
complete drawing
add color
make color pallette
on paper:
storyboard thumbnails
figure out cameras
draw bgs -more detailed
in Ps:
crop all to 16:9 aspect ratio
720p is fine
sequence it in timeline
in audacity:
record voice
record filler sfx
edit FLOW (see it in your mind)
find and add sound effects
fix da flo if needed
in Premiere:
MAKE SURE ITS 24 fps
animatic - include camera movements
find and add music, adjust levels
take note of timing
export the SOUND
---------------------------
make sure prem proj and flash proj is 24 fps
export as mp3
(((now you can't put it in flash directly, idk w hy)))
in audacity:
import file
export as mp3
(((somehow this makes it work in flash)))
---------------------------
in flash:
MAKE SURE ITS 24 fps
1080P
import to flash
*note that flash may stretch timing if not correct play mode
---------------------------
put on separate layer
set sync to stream
---------------------------
*note that flash audio compresses so may have to re-compose movie file
*if gonna upload to yt, gonna have to screen record and re-render with original sound
new layer bg
place bg thumbnails in flash
resize em
DISTRIBUTE TO LAYERS
make em symbols
draw bgs
time it according to animatic - get frame numbers from Premiere(+1 in flash)
draw storyboard
keep lines clean
PRODUCTION:
START FROM SCENE 1 - work chronologically, thi nt be scared
make sure lipsync is on point
after animating a shot COMPLETELY, convert it to a symbol so it's neat
the aim here is ya dont have to animate anymore, coz it gets confusing when you can't edit the sound
figure out camera movements
add a vcam to animate the camera
add a preloader
clicky click to edit the images
using flash 8, so actionscript 2
in premiere:
screen record (OBS or windows+G)
full screen
record it and bring clip to premiere
add the real audio
can hear the difference
how to paint like WTF tutorial
Lineart
solid lines. Around 5 pixels wide.
press F5 to make sure everything except smoothing is unchecked. toggle pressure size/opacity with buttons
make sure lineart is closed
create a mask
magic wand sample all
select outside the Lineart
ctrl alt I to inverse
choose your main colour
ctrl backspace to fill with your foreground colour
select and delete any holes in the drawings
adjust tolerance to your liking
choosing your colours
get your main colour fully opaque no transfer brush
paint a rough shape below your Lineart
switch on transfer with pen pressure,
paint over it the different accents
go to colour scheme Web site http://paletton.com/ if you wanna get fancy
if you want to blend it more, desaturate it, then adjust the colour balance.
one you're happy with it, create a palette to pick from.
new layer on top of mask layer
alt click space in between layers
now it's a clipping mask
nothing will be painted outside of those lines
paint your colour
if you have clean Lineart, can use the magic wand tool method
select and then ctrl backspace
alt backspace for bg colour
can even make shortcuts with the actions panel mine is F2
select all items of the same nature, paint them, and make them 1 layer. this is so you can have better control over what's what.
object id
use ctrl b or ctrl h to assist balance or hue saturation to your liking.
can also assist opacity to blend it in more, colour pick, transparency lock, set the opacity back to 100, ctrl backspace to fill
this is so you won't have stay paint lines spewing through
once done with colours, add shading
fast method. black and white
define light source. can be different for each drawing
shadows. ZOOM OUT and block out out!
important to zoom out so you can see the overall look instead of just a portion. you can always refine later.
refine it, change the opacity.
LIGHT. just let it snow.
change the opacity
to make it more lively, use overlay
make a copy, Gaussian blur
can use soft brush, but harder to get consistency
speculars. even more light
depending on the form/texture of your character. bumps on skin, long zigzags on tentacles.
depends on direction of light, in front or back? backlit will pop out more
FZD shadow
soft brush, transfer on, shape dynamics on
paint in a left right fashion, darker where solid touches ground.
horizontal blur, gaussian blur,
solid lines. Around 5 pixels wide.
press F5 to make sure everything except smoothing is unchecked. toggle pressure size/opacity with buttons
make sure lineart is closed
create a mask
magic wand sample all
select outside the Lineart
ctrl alt I to inverse
choose your main colour
ctrl backspace to fill with your foreground colour
select and delete any holes in the drawings
adjust tolerance to your liking
choosing your colours
get your main colour fully opaque no transfer brush
paint a rough shape below your Lineart
switch on transfer with pen pressure,
paint over it the different accents
go to colour scheme Web site http://paletton.com/ if you wanna get fancy
if you want to blend it more, desaturate it, then adjust the colour balance.
one you're happy with it, create a palette to pick from.
new layer on top of mask layer
alt click space in between layers
now it's a clipping mask
nothing will be painted outside of those lines
paint your colour
if you have clean Lineart, can use the magic wand tool method
select and then ctrl backspace
alt backspace for bg colour
can even make shortcuts with the actions panel mine is F2
select all items of the same nature, paint them, and make them 1 layer. this is so you can have better control over what's what.
object id
use ctrl b or ctrl h to assist balance or hue saturation to your liking.
can also assist opacity to blend it in more, colour pick, transparency lock, set the opacity back to 100, ctrl backspace to fill
this is so you won't have stay paint lines spewing through
once done with colours, add shading
fast method. black and white
define light source. can be different for each drawing
shadows. ZOOM OUT and block out out!
important to zoom out so you can see the overall look instead of just a portion. you can always refine later.
refine it, change the opacity.
LIGHT. just let it snow.
change the opacity
to make it more lively, use overlay
make a copy, Gaussian blur
can use soft brush, but harder to get consistency
speculars. even more light
depending on the form/texture of your character. bumps on skin, long zigzags on tentacles.
depends on direction of light, in front or back? backlit will pop out more
FZD shadow
soft brush, transfer on, shape dynamics on
paint in a left right fashion, darker where solid touches ground.
horizontal blur, gaussian blur,
how to make normal maps in max
make your simple model, make sure that the sihl is close
unwrap
make the complex model(s)
add modifier 'projection' to the original model
pick the complex model(s)
adjust the cage
WHAT IF turbosmooth?
make sure original object is selected
press 0 for render to texture
also avail under render > render to texture
projection mapping
tick - enabled projection
gamma override 1
if not, customize > preferences > Gamma and LUT > Enable Gamma/LUT COrrection
if you want better quality, make it YUGE, then blur, then shrink down
*its gotta be an arc and design, otherwise, need to flip x
Q & A
is it better to bake normals with symmetry or just half?
HOW TO MAKE DASHED LINES IN PS
select paths
press F5
B
brush tip shape
adjust spacing
F5
make new layer
if its not on B, press B
Enter
make newer layer
ctrl + click pic of work path
ctrl shift i to invert selection
M for marquee
rclick in selection
stroke
make sure width is smaller than prev brush size
ok
ctrl click on layer 2 thumbnail
ctrl shit i to inverse selection
click on layer 1
delete
hide/delete layer 2
press F5
B
brush tip shape
adjust spacing
F5
make new layer
if its not on B, press B
Enter
make newer layer
ctrl + click pic of work path
ctrl shift i to invert selection
M for marquee
rclick in selection
stroke
make sure width is smaller than prev brush size
ok
ctrl click on layer 2 thumbnail
ctrl shit i to inverse selection
click on layer 1
delete
hide/delete layer 2
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