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I hate to make a thread for one measly question but I need to an answer.

I’m trying to weight paint in 3DS Max but for some reason my vertices don’t stick with the abs. Effect that I assign them. Example, a vertice has a weight of 1.0. I change it to .5. It reverts to 1.0 soon as I click off. Not sure why and I’m kind of desperate, I don’t want to unlearn this program for a minor issue like this.
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Or if anyone has another website where I can post a question for answers let me know. I’ve already tried posting on the autodesk forum.
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>>702529
I have the same issue with Max, I usually solve it by using the auto weight tool but I wish I knew the actual way of doing it.
This kinda is why I don't use Max for rigging, I would recommend using other software because Max is good for modeling but not that much for rigging, Maya or Akeitsu are good options for rigging and animating.
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I've done a lot of rigging in max and I've never heard of this issue. Can you send a screenshot of the value you're changing?
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>>702567
This is the setting I am talking about, you'll only see it in envelope mode. Abs. Effect.
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>>702647
you have to make sure there are at least 2 bones assigned to selected vertices, for that setting to work. If the model you have is unrigged you should generate initial weights using the button next to [Voxel] under weight solver, or open 'Weight Tool' to the left of weight Table and assign weights by hand.
I reproduced the issue you had, with the abs effect returning to 1, when there was only one bone assigned to selected vertices.
If that didn't help, you can upload the model somewhere and I'll check it out
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>>702687
At work right now but I’ll try that when I get home thanks so much for the help in advance. That is a really weird issue though, why the hell does a vertice need to be attached to TWO bones...
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Why is doing uv's in Max so shit. They haven't been updated since max 8.
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>>702787
I think it has to do with the deformation of the skin in a real environment.
Every movement changes the position of the skin and muscles nearby, so it kind of makes sense why it needs information about the deformation of the skin caused by the movement of the closest bones.
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>>702787
>>702810
a vertex can be connected to a single bone, at 1(00%) weight. If you were to assign less than 1, for example 0.3 weight to a vertex, it would lag behind the bone and not move with the character (you can do that in 3ds max by unchecking 'normalize', i think?). If you only want the bone to move something with 0.3 power, you assign remaining 0.7 to previous bone in chain. What software were you using before, I never thought it could work any different?
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>>702810
>deformation of skin in a real environment
Makes sense but unlikely. What if you’re rigging a stiff machine of some sort that only moves one limb at a time?
>>702836
I was using Blender before. Never had to rig one vertice to multiple bones for them to work.
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>>702792
That´s were 3rd party software enters in.
Zbrush usually takes care of organic modeling, painting, retopology and UV creation, all you have to do is fix the mesh holes, rat nests and other export bugs and worry with rigging and animation only.
Still WAY better than use only 3ds max for the whole ordeal.
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>>702792
What's missing from max's UV tools? I remember the dark days before pelt mapping, so to me they still feel super. Admittedly I've not kept up with the competition.
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>>702953

The uv's seem a bit distorted in comparison to other apps if using pelt. 3d Coat produces nice even squares on a checker map. Max seems to be squashed a bit.
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#nohat
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>want to learn CAD
>keep getting this error despite getting an email saying im approved for student account

Fuck man. there goes turning my life around
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>>703182
Have you uninstalled and installed CAD?
If you already did you might be doing something wrong in the verification process
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>>702836
Also, you're the fucking boss man it worked... actually, it was just the "normalize" setting. Still a novice so I don't understand what the point of that is but anyway, its working. Thanks.
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how does it compare to cinema4d?
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>>704081
Cinema4d doesn't really compare.
C4d is for motion graphics, for everything else it's not that great.
Max does everything else perfectly well, except character animation and motion graphics.
Maya is great for rigging and animation.
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>>704104
Well that will probably change soon, autodesk already announced HIK retargeting and a new a new track view
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>>704104
>except character animation
it has character studio with bipeds integrated
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I am also having trouble with Max rigging. Can someone please tell me why the weights for the hips bone on this model are not being mirrored correctly? The weights for certain bones shift upwards when pasted from blue to green. Almost all the other bones on the model like the arms, fingers, knees, ankles etc are mirrored perfectly except for the one of the three spine bones (the other two are perfect) and a couple upper-leg bones. The model has 117 bones.
This is the first time I've really delved into rigging on Max. I'm trying to fix a skin that already exists but is not symmetrical. I'd post this in the questions thread but it's on page 10 at the bump limit
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>>706264
you should google proper way to mirror bones.
it's a bit problematic even if they look correct they may not behave right.
I use a script.
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>>706264
>>706266
I mean there's an actual bone mirror tool separate from the other bone options in the newer versions of max.. but you're using 2014
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>>706266
Everyone just has these haphazard workarounds, I've tried multiple different solutions and none of them have worked for me. Does anyone know what can cause this kind of up/down offsetting of the weights for specific bones when others mirror perfectly? Is it because the weights on one side are overlapping too much there? I cleared one side of the model of all weights and mirrored
My bones were imported by a script and are laid out as green helper objects, so in Bone Tools they are not detected as actual bone objects even though they are definitely bones. Someone said that certain bones can sometimes be facing the opposite direction on one side of the skeleton and that might cause it, but I don't know how to tell nor how to fix (front fins?) if it's not a bone object

>>706267
I am not really confident that it will fix the problem but what version did they start including that?
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In Max every skinned vert needs to have a combined weight total of 1, so simply removing weight like that is asking for trouble as it means you're asking max to automatically redistribute the removed weight to somewhere else. To solve this, you should only ever increase weights; So for instance if you want to remove 0.5 weight from a bone you'll need to find another bone to add that much weight to and when you add it the original bone will automatically become the desired result.
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>>706264
>>706269

Make sure your geometry is symmetrical, that your bones are located in the correct position and the mirror plane is at the center, then increase the mirror thresh as in pic related till you see that one side is green an the other side is blue, Then mirror bones from the source side to the target side, followed by the vertices.

If this doesn't work try to ensure that your geometry isn't cursed by reseting it's x-form or by exporting it as a obj and re-importing it. Sometimes if you've edited a surface too long in max it seem to get a lot of hidden extra data assorted with it that sometimes can cause it to become corrupted in mysterious ways.
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>>706293
>the pic related
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>>706269
Also I notice that the transform type in in your image says 100 million. Do make sure your scene scale isn't set to something insane as this will cause many problems.
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>>706293
I´ll say.
Not everytime, but sometimes the mirror option on the skin deformer totally and utterly fucks up the entire weight painting - and them i have to do both sides by hand, praying that the mesh won´t go any wronger during animation (which often does)
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>>706364
If you already painted weights load the save file or open the autobackup before it messed up and head to utilities tab and hit 'more' and select 'Skin Utilities'.
That way you can save your weightpaint to a mesh you can use to re-transfer them back to new geometry once it's been changed/fixed.

This is surp little known and I frequently come across artists who throw away their work thinking they have to start over from scratch when they need to change a weighted mesh.
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>>706293
Thanks for your help. I just tried all this and it unfortunately didn't fix my problem though. I noticed that my hips bone is in exactly 100% the same position as my spine_0 bone, and mirroring it reflects the hips bone's weights to the spine_0 bone and vice versa, which is why they look offset. Also that's why the third / lowest spinal bone down in my pic of my model is green instead of red, unlike the other two red spine bones (which were mirrored properly). Also the l_leg_thigh_muscle bone and l_leg_femur_twist_1 bone are 99% on top of eachother, and upon mirroring, their weights seem to be getting combined together onto r_leg_femur_twist_1, while r_leg_thigh_muscle is getting no weights.
I don't think I can change the skeleton in any permanent way because it is imported from a game character and meant to always be exported the same.
Would there be any way to fix the spine part of this at least by disassembling the model and using skin wrap on separate parts of it, or something? Could I like mirror it as it is now, cut the model in half, rename the hips bone to the spine bone on the new side, then get a new model that's still intact and skin wrap it to both sides? I can combine objects wrapped to multiple different skeletons into one skeleton by exporting both into the game as different submeshes of character model and then re-importing again. If I remove the hips bone or the spine_0 bone before mirroring, the other bone still wont mirror onto itself, it will just not mirror any weights at all
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Why can't I rebind grow selection hotkey? It still uses ctrl+pageUp.
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>>706537
Well, closing Customize User Interface window solved the problem.
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is mudbox getting the axe? i dont remember seeing a version release this year?
same for sketchbook
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This CGI sucks
https://youtu.be/OmXwnQjB-Mc
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>>706720
Almost certainly. Autojew will kill it off completely at some point and are keeping it for legacy purposes.
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>>702529
My render is coming out black on Vray 3Ds Max. I don't know why. Anyone got any ideas?
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>>707664
Never mind, found it. Had one of the cache files missing. Displayed no errors either.
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>>702529

Hello guys. I'm starting to dip into 3D modelling in 3D max and i'm trying to get pic related for a little something I'm doing. The name of the material is "Bare Cinder Blocks Wall - PBR0362" but I'd be happy with any recommendation you guys can give me to get something like it. It's my first time ever on this board so I'm sorry if this is not the appropiate place to post this.
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>>707876
3D is a broad field. What branch of 3D are you interested in? art for game/realtime assets, low poly, architectural visualization, mechanical/hard surface art, character art, environments, concept art ?
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>>707886
>architectural visualization
For now, it's gonna be this as I'm an architect. But in the future i'd love to have a chance within videogames and other fields. So far i'm trying to recreate the iwata shrine image that's been around for a while as a fun exercise.
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>>707888
Good luck and hf anon.
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>>707876
>>707888

I would looks into substance designer for something like that rather than doing it in max.
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>>707889
>>707898

For anyone interested this is as far as i went with it. I'm leaving it for now but i'm satisfied. When i get better i'll get back to it. Had lots of fun.
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>>708721
>electronics standing in fluid
focking triggered m8
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I have an important question.

So I recently moved from blender to Autodesk (maya, mudbox, 3ds max) but I am worried that then blender would take over. Should I stick with Autodesk fully? or still do a bit of blender and autodesk?
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>>706293
>If this doesn't work try to ensure that your geometry isn't cursed by reseting it's x-form or by exporting it as a obj and re-importing it. Sometimes if you've edited a surface too long in max it seem to get a lot of hidden extra data assorted with it that sometimes can cause it to become corrupted in mysterious ways.
Wtf this is unacceptable. Is this problem exclusive to 3DS Max or is it common across many software?
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>>708868
When you say worried that Blender will take over, what do you mean? You mean for work preference or industry standard?

I personally use Blender for modeling and mesh editing because of how perfect everything it is at it, but Max is way more efficient and intuitive at rigging. Haven't gotten to animating yet but Blender was pretty decent at it so I might move back to it for that.
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>>708868

Blender will neve take over, you really need to stop listening to deluded blendlets spouting nonsense on youtube. Autodesk have dozens of software, Max alone is giving them more profit in a year than that commie donut software with the donations they get from Epic and Nvidia.
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>>708868
Congratulations, you can now begin to adopt a multi-software workflow like literally every professional. Escape the "one piece of software does everything" blendlet mentality. Take what is best from every program.


Also Blender will never take over lmao
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>>708868
Also please ignore the retards suggesting you learn 3ds max for rigging. The best rigging and animation option on the market by far is Maya.
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>>708907
Shut the fuck up different people prefer different software for different things. Are you really trying trying to fling shit over preferences?
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>>708907

Give me biped or give me death.
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>>708921
Rig playback is single threaded, there is no rigging package for Max as good as AdvancedSkeleton or mGear, and as a result all of the highest quality rigging and animation tutorials are for Maya
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>>708873
industry standard
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>>708883
thanks
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>>708907
I prefer Maya for rigging and animating
>>708906
yeah kek, different software are best at certain things and I think that's better to have a software dedicating to one thing instead of dedicating to everything and making everything slightly less good like blender.
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>>708944
Rest easy, that will not happen. Blender is an excellent program for entry level artists and is definitely my preferred program for model-making. While it can produce professional results, the big corporations are still using more "sophisticated" programs and that won't change anytime soon.
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Hello World! I have a problem with the UV that I get after retopology in Maya. when I pass this result to zbrush / substance, UV has a problem with a vertex that flies all over the UV map, but in Maya it looks ok. What should I do to fix this and what could be the reason? Thank.
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>>709741

Is it welded or is there a hole. Maybe reset transformations.
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>>709741
maybe its stray vert not connected to anything,

try smoothing mesh, it will show if anythings double/wonky,
try going to vert mode and highlight all vert by dragging over whole scene, and observe if there is some not connected to anything
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Can somebody tell me how to make a pin type connection in Autodesk Inventor's finite element analysis? It is quite easy to do in Solidworks, but I can't seem to find it in Inventor
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My arm keeps bending in this awkward position when I move the hands near the shoulder. How would I go about resolving this, a controller, constraints, something else?
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>>709741
This UV process is automatic in Zbrush.
When it 'decides' to go wrong no matter what (it happens, deal with it) you have to ERASE the original Mesh and re-make it from scratch - duplicate, subdivide, decimate, Z-remesh and keep at it until you have a blob that looks more or less to the original, then project it to create a unmapped clone and see if UV now works.
When the 'damage' is too small, like in your case, use a UVW editor to fix it by hand, like in 3ds max.
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>>711501
Missing an elbow pole constraint I bet
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>>712245
Eh, I went ahead and linked the hand IK back to the clavicle instead of just the forearm and that more or less fixed it. But that does bring me to a workflow question.

When creating a character, should I edit my envelopes first or create controllers? Which is the most common procedure for professionals? Because my workflow is kind of all over the place right now.
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Hey anons, trad artist looking to experiment in 3D here.
I really enjoy the idea of designing assets, special effects and designing character models. I would like to work in film and on fmvs for some computer games at some point.

I had some fun fiddling with Zbrush but my old files are gone. I don't really like Blender.

What software should I use and where can I download a safe copy that won't give my computer aids? Thanks.
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>>715500
based and brave
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Are roll bones even necessary to make for rotating forearms and calves? Is it something that a proper topology and rigging should take care of on its own? Because I've gone through about five or six tutorials and somehow none of them ever being up roll bones but theyll still mention every other setup like a million controllers, custom bones, and your kinematics. I'm wondering if the role bones are really that necessary.
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>>715836
yes
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>>715838
Yes to being necessary or yes to topology and rigging being able to make up for it



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