Thanks for sharing these tutorials! Really helpful / just a question
I connected the head with the body, bones and skinning all done / so can I use the morph modifier now? (just for animating the face) or I have to go some steps back ?
@mcanization How did you connect the head to the body? you can't use Attach as it will change the topology of the mesh and you will lose all of your Morph Tragets since they won't have the same number of vertices anymore. If, however, you only skinned the original head to the bones, then absolutely, you can use your bone rig to animate the character including head motion, and use Morph Targets for facial animation.
Thank you for this thing. You're explaning it very well.
I have a question: say, I made a character body and created a head in Facegen, modfied some expressions in Zbrush, imported all that stuff into 3ds Max. What's next? How do I connect that head to a body without loosing all those morphings? It's OK if the guy has a collar, I'll just move the head to it's place and skin it to a bone. But what if he's wearing a t-shirt?
@PastMilleniumMan It's still a skinning issue. If the vertices of the head and of the tshirt match, then you have to make sure they are weighted the same way. Don't use envelopes, work at a vertex level and make sure the vertices at the junction have the same weight percentages from the neighboring bones.
Thank you for uploading these guys. It's great that we can interact more with Autodesk on Youtube. I'm still getting a hand on 3Ds Max, but I'm getting better :). Keep up the brilliant work!
Thanks for sharing these tutorials! Really helpful / just a question
I connected the head with the body, bones and skinning all done / so can I use the morph modifier now? (just for animating the face) or I have to go some steps back ?
mcanization 3 weeks ago
@mcanization How did you connect the head to the body? you can't use Attach as it will change the topology of the mesh and you will lose all of your Morph Tragets since they won't have the same number of vertices anymore. If, however, you only skinned the original head to the bones, then absolutely, you can use your bone rig to animate the character including head motion, and use Morph Targets for facial animation.
3dsMaxHowTos 3 weeks ago
3Ds max rocks !
Suprem3Gamer 3 months ago
Dude, you are teaching me and revealing everything i was wondering how to do in 3DSMax, much love!
thewaysh 7 months ago
Thank you for this thing. You're explaning it very well.
I have a question: say, I made a character body and created a head in Facegen, modfied some expressions in Zbrush, imported all that stuff into 3ds Max. What's next? How do I connect that head to a body without loosing all those morphings? It's OK if the guy has a collar, I'll just move the head to it's place and skin it to a bone. But what if he's wearing a t-shirt?
Thanks again.
PastMilleniumMan 8 months ago
@PastMilleniumMan It's still a skinning issue. If the vertices of the head and of the tshirt match, then you have to make sure they are weighted the same way. Don't use envelopes, work at a vertex level and make sure the vertices at the junction have the same weight percentages from the neighboring bones.
3dsMaxHowTos 7 months ago 2
Very informative, thank you so much!
AndyBurgerMan 1 year ago
best of the best of the best of the best ;)) good job so clear and helpful....
p0is0n0fl0ve 1 year ago
exelent video thanks
kasutorokun 1 year ago
hi Jeff, and thanks for your nice comments. We'll do our best to try and keep you folks happy. Cheers.
3dsMaxHowTos 1 year ago
Thank you for uploading these guys. It's great that we can interact more with Autodesk on Youtube. I'm still getting a hand on 3Ds Max, but I'm getting better :). Keep up the brilliant work!
jeffh3962 1 year ago