Added: 5 months ago
From: 3dsMaxHowTos
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  • Thank you very much!!!!

  • is it normal that a couple vertexes from the skin's leg dont follow the full body's leg ? a couple of them stay in place during animation and i have no idea how to make them follow the fullbody's leg. (im using 3dsmax 2010)

  • @archislip It can happen. After you've converted your skinwrap to skin, select the rebel vertices and assign their weights to 100% follow the closest bone. They can also be weighted differently accross multiple bones if needed. Watch the Skinning a Model movies for more info on the subject.

  • @3dsMaxHowTos thank you mate. awesome tutorial series btw its gonna help me a lot. Bless and respect from switzerland

  • @archislip Glad to see you're enjoying these.

    BTW: I've only been to Switzerland once and LOVED it. Cheers.

  • Thank you sir!

  • when i try to convert the skin wrap to a skin, it says "Skin modifier not found on --original object name--". why is that? So i can't use the physique modifier on the original object to do this, it has to be via the skin modifier? that's weird, because it works fine, the second object moves with the first and the skinning looks decent enough like in the video. it just won't convert.

  • @GraveUypo You guessed it, you can't convert to skin from Physique because what the conversion does is really a copy of the skin modifier. If it doesn't find it, it shows an error. You either have to keep Skinwrap active or use Skin on your original character.

    BTW: you're one of the very few people I know still using Physique though.

  • @3dsMaxHowTos i see. I guess this is another good excuse to drop physique entirely and start working with the skin modifier from now on.

  • @GraveUypo This has been the concensus for a while now. Nothing against Physique, it's quite good but quite heavy. Skin is a lot lighter computing-wise.

  • What happen if the characters have similar topology but different sizes? Like for example an adult and a kid. You cant use this method then?

  • @kitsune0video You can, but if the sizes are too different, Skin Wrap won't work too well and you might end up spending more time fine-tuning Skin Wrap than skinning the characfter from scratch.

  • @3dsMaxHowTos I have a very important question. I sometimes need rig the same model with differents sizes. The topology is exactly the same in all of them, so I end applying the same values between them. They only change in size, weigh, etc..  Since the vertexs are the same (same number and order) There are any way to skin them using the same configuration from the first I rig? So I dont need rig each one manually and just transfer the weigh data. Thanks.

  • @kitsune0video If the topology is exactly the same, and the bones are named the same way, you can try the Save/Load functions in the Advanced Parameters rollout of the skin modifier.

  • @3dsMaxHowTos Thank you very much. I missed that option lol.. :P

  • @3dsMaxHowTos Thank you very much. I missed that option lol.. ;P

  • can you save all this stuff for 2011.. its a simple feature...

  • @umar6419 it is 2011.

  • @Danuxsy you are 1996...

  • @umar6419 1997 actually.

  • @Danuxsy you proved that you are retard !! now only 3dshowto tell you why ...

  • @umar6419

    @Danuxsy What are you talking about? Are you from 1997?

  • file was not found! send me a download link, i wanna learn this !!

  • @Danuxsy Apologies... should be ok now. Thanks for poiniting it out.

  • @3dsMaxHowTos Yes, thanks you 3dsmaxHowTos. :)

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