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Author   Topic : "alternatives to skeleton rigging in 3DSMax"
MadSamoan
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Joined: 21 Mar 2001
Posts: 154
Location: Moorpark,CA

PostPosted: Fri May 10, 2002 3:34 pm     Reply with quote
Anyone out there aware of any different methods of skeleton rigging in 3DStudioMax other than Character Studio/Physique? Other than switching to a completely different software package that is. Something like 3rd party plugins, etc, would be ideal.
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frostfyre
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Joined: 20 Feb 2001
Posts: 133
Location: Boulder, Colorado

PostPosted: Fri May 10, 2002 3:51 pm     Reply with quote
If you're using Max4, the built in IK and 'skin' modifier are pretty good. Is there something you're looking specifically to get out of another bone setup?
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MadSamoan
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Joined: 21 Mar 2001
Posts: 154
Location: Moorpark,CA

PostPosted: Fri May 10, 2002 3:55 pm     Reply with quote
I'm just trying to find a quicker method than the envelopes/assign vertex method in Physique. It's very tedious, unforgiving when a mesh needs to be altered, and is brutal on the wrist if tasked with doing it for an extended period.
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mythwarden
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Joined: 27 Feb 2002
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PostPosted: Fri May 10, 2002 8:13 pm     Reply with quote
Without segmenting your mesh, there isn't really a way around the pain-staking task of assigning vertices in Max -- None that I know of anyway.

I realize you want to stay in Max but Maya is much faster for this. You all might want to look into it. It's a better modeling package anyway, IMHO. ;-)


-myth
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frostfyre
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Joined: 20 Feb 2001
Posts: 133
Location: Boulder, Colorado

PostPosted: Fri May 10, 2002 9:29 pm     Reply with quote
The skin modifier in Max allows you to 'paint' weights onto your mesh, similar to Maya's Artisan tool. While not quite as refined, its not too bad, and built in :-) It still allows you to lock vertices, and use envelopes if you wish. Good Luck!
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HawkOne
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Joined: 18 Jul 2001
Posts: 310
Location: Norway / Malaysia

PostPosted: Fri May 10, 2002 11:26 pm     Reply with quote
You may know about this one already since it's quite well known, but I'll mention it here anyways ... just since you didn't mention it yourself ...

Digimation Bones Pro 3 - $495


Here's the blurb ... :

Character animators are about to see the next level of interactivity with Bones Pro 3. This third generation, production proven skeletal deformation tool has been used by major Hollywood effects houses, game development companies and artists around the world to bring some amazing creatures to life over the past 5 years. With this new incarnation, it continues to deliver new and innovative ways to create killer character animation.

Based on the same simple workflow as its predecessors, users build and animate a jointed skeleton for their objects, then apply Bones Pro 3 to those objects they want controlled by the bones.

But we've also listened to the users, who've wanted more out of this tool and as a result of their requests, we have added a host of new features. The biggest is the addition of MetaBones and ParaBones. These powerful extras allow users further control of the deformations of their characters through the use of simple primitive objects that are used as constraints within the skeleton. This means that instead of having to build a complicated skeleton to get hard creases (like an elbow), the user can now insert a new MetaBones object to further control the deformation at the joint.

Feature Set of Bones Pro 3:

Users can now add or subtract bones from an existing set up without losing any of their previous vertex inclusions/exclusions
Quick copy feature allows users to quickly assign the Bones Pro 3 modifier to multiple objects and have the same settings between them
New MetaBones primitive gives users advanced control over the deformation of objects. Problem areas such as shoulders, elbows, hips and knees are much easier to control simply by adding a few MetaBones. Where they are placed � the skin will try to move around them
New ParaBones Spacewarp gives users the ability to turn any 3ds max object into a MetaBone style deformer for the skin
User-definable default Strength and Falloff settings for Bone influence means continually resetting the �magic numbers� is eliminated
Fully Mesh, Patch and Poly object compatible
Keyboard shortcuts for many operations to speed workflow.



If that is not what you need, then I'm not sure if MAX will do what you need ...
Project Messiah is praised a lot, and it is about to launch as a stand alone product, Messiah:Studio, maybe that might be an option ??? ( if you have $1400 to burn )

Or maybe not ...
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