Rigging a Model in 3ds Max from Start to Finish

Started by Justin712, October 25, 2011, 04:45:57 AM

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I can't get 3DS Max, since it's stupidly expensive. I found a program called GMax, which someone said "is made for making game mods." Can I use that?
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Quote from: Allav866 on November 04, 2011, 03:28:47 PM
I can't get 3DS Max, since it's stupidly expensive. I found a program called GMax, which someone said "is made for making game mods." Can I use that?
coughpiratecough
Or go to the student version of the 3DS Max site.
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Okay, I am having serious issues editing the envelopes on the skin modifier =-=

Would Physique work also with this method for brawl importing?

Quote from: NaruZeldaMaster on November 04, 2011, 08:13:51 PM
Okay, I am having serious issues editing the envelopes on the skin modifier =-=

Would Physique work also with this method for brawl importing?
Quote from: BlackJax
Some notes on exporting:
- Check "Triangulate" and "Export as Single Matrix" on export.
- Each texture/material has to be assigned to its own object in 3DS Max.
- Export Y-Up (or else your model will be face down on the floor in Brawlbox)
- Check Animation - Deformations - Skin.
- Delete all morphs. If you want to use face morphs for an import, make it into a seperate face object.
- Don't use Physique to rig your model to a brawl skeleton, use the Skin modifier.
- You might have to re-assign some polygons to a different material in Brawlbox (I added support for this)
- http://forums.kc-mm.com/index.php?topic=35239.0 - Model rigging tutorial written by Justin712
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Well I'm screwed then =-=
Cause the envelope editing in the skin modifier on my max 10 is [censored]ed up like hell

I'll make a copy of my file and try it in 11....

My models are always deforming, even after weighting the mesh and vertices. Also, must I move the bones inside the model or leave them as they are (do not touch the bones)?
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Quote from: TokoyamiTheDark on November 04, 2011, 11:20:39 PM
My models are always deforming, even after weighting the mesh and vertices. Also, must I move the bones inside the model or leave them as they are (do not touch the bones)?

Uh....where are the bones SUPPOSED to be in a real body without hurting it....
I mean really....
If the mesh is your body.....

see where I'm going with this? Why else would they be called BONES.... =-=

My issue is weighting the Top N bone to have absolute control (red) all over the entire polygon for all polygons.

Legs and Feet: Mostly all dark red
Torso: Mostly red with some yellow
Arms/hands: for some odd reason mostly blue with some yellow =-=
Kunai(Both left and right): Mostly red but with some yellow
Eyeglasses(The glass polygon): All red (which is weird)
Eyeglasses(The Rims Polygon): Haven't tried yet
Face/neck Polygon: Haven't tried yet
Eye Polygon(It's all one flat eye like brawl models): Haven't tried yet
Hair Polygon: Haven't tried yet
Ponytail Polygon: Haven't tried Yet

The Top N bone is supposed to move everything right? So in Max All my Vertexes should be completely red when I select that bone for said polygon :l or am I doing it wrong?

Note, I'm going with the top N first cause well, it's the most basic of all brawl bones, if I can't rig this right I don't stand a chance at rigging it right on any of the other bones.

You don't have to weight the TopN bone or the TransN bone, apparently.

Start with the XRotN, then work your way down the list.

Quote from: Segtendo on November 04, 2011, 03:38:50 PM
coughpiratecough
Or go to the student version of the 3DS Max site.
Well, I don't think I qualify for student version, and I can't find a coughtorrentcough that mcafee doesn't find a virus in, except i might have, but i haven't started dl yet
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All right, this is confusing  :-\    I have a bone-rigged model, but it still gets deformed even after weighting the vertices. For example, the hands' vertices only contains the Hand and Have bones while each respective finger has only their own finger bones rigged in the vertices, but in the 4 first animations of BrawlBox (hand animations) they still get deformed... I need help, really.
I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry! :(

Quote from: Allav866 on November 04, 2011, 11:56:34 PM
Well, I don't think I qualify for student version, and I can't find a coughtorrentcough that mcafee doesn't find a virus in, except i might have, but i haven't started dl yet

Dude, the only qualification is having a valid email address :srs:

Also I have a non-virus infested *cough*pirate*cough* torrent of  max 8 on my mediafire

I guess I'll ignore the top N then :af2:

But I'll post if I have any more problems =-=

November 06, 2011, 07:17:01 PM #71 Last Edit: November 06, 2011, 08:36:15 PM by Eternal Yoshi
Don't quite know how to say this but....

I have a model of Auron.... with bones and all.
However, he's unarmed.
I extracted a weapon for him to use already which has it's own bones.... and I don't know how to attach it to one of Auron's bones.
Auron has Joint 63 already which he uses in FFX as RHaveN.
How would I go about attaching it?

Here's the scene for better understanding.
http://www.mediafire.com/?j1daetldrx2rxap

Skin modifier is present on the objects by default..... hmm..

November 07, 2011, 10:55:01 AM #72 Last Edit: November 07, 2011, 12:19:35 PM by toddtj
QuoteThis tutorial is meant to help those who are completely new to rigging models...
Thaaaaat's me!

So, um, how exactly do I make it so I can see the imported skeleton? I'm guessing this is a ridiculously novice question but this is my first time working with 3DS Max and basically my first time working with any 3D modeling software (I've only used Google Sketchup in the past to make models) so I really have no idea what I'm doing.  If I draw new bones I can see them just fine but the imported skeleton only shows up when I rotate the camera and then disappears again when I stop.
I'm poking around the UI trying to figure it out myself, of course, but I'm a bit bamboozled as this kind of thing is so new to me.


EDIT: the skeleton is magically visible, now--no idea why.

Uhm...what exactly is 'rigging' a model..? Is it required in the process of importing models?
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I think it means that you get the model to follow the bones.
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