Help with 3D model rigging
10 years ago
Well, what do I have to say...
As you may know I'm trying myself at making 3D models and animating. Though I may have made some progress there are still some snags I have yet to overcome and may need help with from more experienced modelers.
First off I'm using 3D Studio Max 2010, I have Blender as well but my experience with that is absolute 0.
One thing I'm trying to find out for example is how I can restrain a bones rotation in relation to it's previous bone. the main goal is that is can rotate on its central axis but doesn't pivot on its base point.
If you do have some experience can want to help maybe give me a shout or we can try to get together on Skype or ICQ/AIM.
PS: You DON'T need to say "Sorry, can't help".
First off I'm using 3D Studio Max 2010, I have Blender as well but my experience with that is absolute 0.
One thing I'm trying to find out for example is how I can restrain a bones rotation in relation to it's previous bone. the main goal is that is can rotate on its central axis but doesn't pivot on its base point.
If you do have some experience can want to help maybe give me a shout or we can try to get together on Skype or ICQ/AIM.
PS: You DON'T need to say "Sorry, can't help".
FA+

I remember doing what you described in Maya, but I'm not sure how to describe it. It's been a long time since I practiced 3D, kind of neglected that skill. It has to do with constraints, you should be able to simply lock one of the axis on a bone to prevent it turning that way. There's a more complicated method that works better... but that's what I can't remember right now.
Tutorials are still your best bet to learn alone, it's faster and more efficient. Shouldn't be hard to find some.
If so, that's just locking two axies. I don't know how to do it in Max but a quick google search on how to lock a rotation axis/channel will yield immediate results.
If your bone is not rotating in relation to the previous bone, it's probably also constrained to the world Origin and not the previous bone's origin [and the previous bone's origin could be the world or another bones origin, and so on].
The presets themselves are extremely customizable as well, and is one of the advantages of using the program in the first place over Blender.
It's much like Biped in that it's a series of premanufactured parametric rigs, but unlike Biped, CAT has the benefit of having a much wider range of rigs, including quadrupeds and non-standard spinal attachments like proper tails, long necks, digitgrade/plantigrade feet and so on. Plus it ties together all the accessories you want to add on, such as wings and whatever else.
Rigging really isn't easy. You're going to have to sit down for a few weeks and LEARN how to do it properly.
I strongly suggest you set your real models aside, make some super basic characters, and mess around with those first, because if you try and rig your real passion as your first model, you'll end up tableflipping and never finishing it. Rigging is infuriating, slow, boring, tedious and hard.
One issue I have right now is that adding new bones suddenly seems to break the model. Like I wanted to add bones to Sam's teats but every time I assign the Verticies to them they suddenly jump to another location away from the actual bone.
Same with her forearm, I redid the bones there but they are still connected to the previous bones, but whenever I apply the verts they just slide a bit out of place.
As hard as it is I may end up redoing the entire rigging
Time and time again in the past I've had a crash, lost a whole load of work that took ages, and then had to do it all over again... but in doing so, I figured out much more efficient ways to do it all and ended up making something much better for it.
Unless you're intending on animating the tits in peculiar ways, it may be better for you to look into 'weights and springs' if all you want to do is give the tits some inertia.
If you just want to be able to control nipple erectness, then I would use a morph modifier rather than do it with bones, it'll be easier to handle that way.
I'm off to a convention in a couple of hours, and will be gone for a week, when I get back though, if you need any more help just let me know, I've been using 3ds Max since version 3 :) (Now currently on version 18)
Go into the Customize -> Preferences menu.
Now on the file tab, on the left select "increment on save" and make sure "backup on save" and "compress on save" are checked as well.
This will cause Max to add an incremental number on the filename each time you save.
This has 2 major benefits - 1. If the program crashes and corrupts your file... you won't of lost ALL your work.
And 2. It means you have a sort of pseudo undo catalogue in case you screw something up, don't realise for hours, and then need to go way back in time and reimport something that you've irreplaceably messed up.
Also worth increasing the number of autobak files it's set to save (again, file tab, bottom left section) and decrease the backup interval to 5 minutes or so.)
This has saved my life on more than one occasion :)