Great Tut! but i have a slight problem after making the pointer finger movements, i put the custom attributes slider back to 0 like u said and only the part of the finger that is closest to the hand moves, the point and the mid section of the finger stay exactly the same as i moved them and do not react when i put the slider back to 0. Do you know why??
I have a question though, when I use the reaction editor to create the finger movements, my original state (0) is never the correct starting position. The movement itself works fine (when I set the perimeter to 200 the finger curls into a fist correctly), but the starting position is always slightly off from where I had it started, making the bones go too high up and become outside my character. Any advice? Thanks in advance.
Alright, so I'm having some major problems with this.
When I add finger bones I don't have plain rotation y as an option. I have inital pose and keyframe XYZ. No matter which one I choose, when I create my states, only the first bone in the chain (the knuckle, I guess) actually acknowledges that there was a state before or a state after. The other bones stay stuck in whatever state I just posed them in when I scroll up or down in my parameter. Any clue what is going on?
@AntiChristCrispees Sometimes this happens. When doing bones like this in Max, Max tends to glich often. I've made lots of finger bones and this happens. Best bet, start over and try again. Sometimes if you close Max and restart, it will fix the problem. OR, if you scroll to the bottom of the reaction manager, you can adjust the bone movements in a curve editor. It may require some finessing, but could help out.
Hey jonjd46, Ive been following these vids and everything has worked great so far. My character has his arms at about a 30 degree angle at his sides. When I create the finger bones and move them into place in my mesh, I have to rotate the bones in order to get the same rotational direction as my base mesh. Problem comes when I rotate the bones. I rotate them on one axis and when I play the animation back, it rotates on two axis so it doesn't look natural. Anything you can think of? Thanks!
@JonShawVids I'm having the same exact issue. Everything previously has been perfect, but this is a bit of a show stopper, and a little frustrating. Any help on this issue would be fantastic.
@decamhian06 It sounds like your controls are off a bit. In your Reaction Manager, make sure the lines only move on one axis. There will be different colored lines for different each different axis. If this doesn't help, check to make sure the rotations are locked. You should only be able to rotate the fingers on one axis. If they rotate on more than one, you need to go back and check the linkage. Fingers are the hardest part of the rig, and they always take a long time to work. Good luck.
@JonShawVids It sounds like your controls are off a bit. In your Reaction Manager, make sure the lines only move on one axis. There will be different colored lines for different each different axis. If this doesn't help, check to make sure the rotations are locked. You should only be able to rotate the fingers on one axis. If they rotate on more than one, you need to go back and check the linkage. Fingers are the hardest part of the rig, and they always take a long time to work. Good luck.
@jonjd46 Sorry for the double post. Ya I tried locking the rotations under hierarchy tab and got the same result. Rebuilt the bones countless times, broke links and re linked, same result. I got so frustrated that I just rigged with a biped. If you can try to replicate and aid me with this please let me know. I want to learn how to rig but this has set my motivation back. Thank you!!!
@jonjd46 hey there jonjd i have a problem thats been driving me nuts, i followd all the steps but when i get to the rotation of the fingers things really starts to screw up for me, Fist i add the controll shape as master in the reaction manager then i added the fingers in as rotation y, as soon as i set my state from 100-200 and turn it back to zero the shape and all the fingers just rotate in every direction that i dont want them to and i mean really retarded direction.
@jetsu115 P.S is there a way to rotate the fingers AND affect the attribute holder by rotating the first finger bone without having to go to ur attribute holder all the time?
Hey jonjd46, Ive been following these vids and everything has worked great so far. My character has his arms at about a 30 degree angle at his sides. When I create the finger bones and move them into place in my mesh, I have to rotate the bones in order to get the same rotational direction as my base mesh. Problem comes when I rotate the bones. I rotate them on one axis and when I play the animation back, it rotates on two axis so it doesnt look natural. Anything you can think of? Thanks!
Hey jonjd46, Ive been following these vids and everything has worked great so far. My character has his arms at about a 30 degree angle at his sides. When I create the finger bones and move them into place in my mesh, I have to rotate the bones in order to get the same rotational direction as my base mesh. Problem comes when I rotate the bones. I rotate them on one axis and when I play the animation back, it rotates on two axis so it doesnt look natural. Anything you can think of? Thanks!
Hey jonjd46, Ive been following these vids and everything has worked great so far. My character has his arms at about a 30 degree angle at his sides. When I create the finger bones and move them into place in my mesh, I have to rotate the bones in order to get the same rotational direction as my base mesh. Problem comes when I rotate the bones. I rotate them on one axis and when I play the animation back, it rotates on two axis so it doesnt look natural. Anything you can think of? Thanks!
Good tutorial other than all the twitching , is their something wrong with your screen capture software? I can't see what you are doing sometimes because it looks like your screen is going all glitchy.
thank you for a great set of tutorials - When i am working with the hand all the proportions distort when testing rotations (like using the the scale tool) can you tell me what i am doing wrong?
@bosslogic The distortion is caused by a bad linking connection. It happens sometimes. Unlink your bones and start over again. It stinks, but max sometimes does stupid things.
@jonjd46 А ты научись правильно читать русский, тогда у тебя проблем не будет с английским, нуб. Скоро всё будет на русском, Then English could be an option, looser.
so far these tutiorls are great but i have run into a problem. i got the control shapes in and when i was doing it yesterday when i moved the shape the bones moved. i loaded up the file today and now if i move the shape the bones do not move. but if rotate the shape the bone rotates. is there something i might have changed without noticing?.
@AnungUnRama987 The problem is probably 3D Max, it has bugs sometimes, and bites the big one. If not, try to relink the bones again, that may fix the problem. You can check your linkage in your "Select by Name" dialog box. the button with the arrow and the list. Links are displayed in a tree format, anything under the leftest name is a child of that parent. Make sure your links are good. But, that is a weird problem. Good luck.
When i use reaction manager to create the motion for the pointfinger, the original state for the finger changes! It does not go back all the way when i set the value to 0. I rotate the finger round the local y-axis, and i have set the rotation to y in reaction manager. Any ideas what i am doing wrong?
Sometimes Max does this. It's kinda odd. You can do two things. Redo the whole reaction which sometimes works, or manually adjusting the reactions. In the reactions panel, near the bottom is a histogram showing the finger progress. You can adjust the nodes by moving them up and down. Moving them left or right adjusts the time, you don't want to do this. Move the first node, the one that controls the original position, to a position that resembles the original position. I forget the exact amount.
thanks a lot for the respons, i'll try what you suggested and see how it works out.
i also would like to thank you for these tutorials, they were exactly what i have been looking for - and they are great! love to see a tutorial about envelopes too, kinda tricky to get the motions to look realistic...
Hey i have the same problem as DeltaX999. I redid the whole reaction and it didn't work. I tried manually adjusting the nodes by moving them up and down but my finger bones move in the z-axis.
Try to take the parameters off and start over. This happens often, its something that just needs to be done again. Sometimes Max can do dumb things like this. Do you have your attribute holder modifier attached?
Hi I know this is late, but why isn't my wrist control appearing in my reaction manager? It's only the foot curl's :( thanks for the tutorial!
skylight102 2 months ago
i hid the ik goal now i cant find the ik display rollout to enable it, how do i enable it again?
poy360 3 months ago
Great Tut! but i have a slight problem after making the pointer finger movements, i put the custom attributes slider back to 0 like u said and only the part of the finger that is closest to the hand moves, the point and the mid section of the finger stay exactly the same as i moved them and do not react when i put the slider back to 0. Do you know why??
bestman0111 4 months ago
thank you soooooo much for this tutorial.
i was about to yank my hair out tryna figure out finger rigging
this helped out ALOT.
Gsxr4life33 6 months ago
Comment removed
OfficialZeldaWorld 6 months ago
im so dizzy...
richardhaw 7 months ago
this is rediculas. I've learnt so much in under an hour thanks so much...Hate the frame jumps though
studionightbird0 11 months ago
Hello, great tutorial! Thanks for sharing!
I have a question though, when I use the reaction editor to create the finger movements, my original state (0) is never the correct starting position. The movement itself works fine (when I set the perimeter to 200 the finger curls into a fist correctly), but the starting position is always slightly off from where I had it started, making the bones go too high up and become outside my character. Any advice? Thanks in advance.
Atomsk8888 11 months ago
Alright, so I'm having some major problems with this.
When I add finger bones I don't have plain rotation y as an option. I have inital pose and keyframe XYZ. No matter which one I choose, when I create my states, only the first bone in the chain (the knuckle, I guess) actually acknowledges that there was a state before or a state after. The other bones stay stuck in whatever state I just posed them in when I scroll up or down in my parameter. Any clue what is going on?
AntiChristCrispees 1 year ago
@AntiChristCrispees Sometimes this happens. When doing bones like this in Max, Max tends to glich often. I've made lots of finger bones and this happens. Best bet, start over and try again. Sometimes if you close Max and restart, it will fix the problem. OR, if you scroll to the bottom of the reaction manager, you can adjust the bone movements in a curve editor. It may require some finessing, but could help out.
jonjd46 1 year ago
Hey jonjd46, Ive been following these vids and everything has worked great so far. My character has his arms at about a 30 degree angle at his sides. When I create the finger bones and move them into place in my mesh, I have to rotate the bones in order to get the same rotational direction as my base mesh. Problem comes when I rotate the bones. I rotate them on one axis and when I play the animation back, it rotates on two axis so it doesn't look natural. Anything you can think of? Thanks!
JonShawVids 1 year ago
@JonShawVids I'm having the same exact issue. Everything previously has been perfect, but this is a bit of a show stopper, and a little frustrating. Any help on this issue would be fantastic.
decamhian06 1 year ago
@decamhian06 It sounds like your controls are off a bit. In your Reaction Manager, make sure the lines only move on one axis. There will be different colored lines for different each different axis. If this doesn't help, check to make sure the rotations are locked. You should only be able to rotate the fingers on one axis. If they rotate on more than one, you need to go back and check the linkage. Fingers are the hardest part of the rig, and they always take a long time to work. Good luck.
jonjd46 1 year ago
@JonShawVids It sounds like your controls are off a bit. In your Reaction Manager, make sure the lines only move on one axis. There will be different colored lines for different each different axis. If this doesn't help, check to make sure the rotations are locked. You should only be able to rotate the fingers on one axis. If they rotate on more than one, you need to go back and check the linkage. Fingers are the hardest part of the rig, and they always take a long time to work. Good luck.
jonjd46 1 year ago
@JonShawVids If you have any more trouble, let me know and I can see if I can replicate your problem.
jonjd46 1 year ago
@jonjd46 Sorry for the double post. Ya I tried locking the rotations under hierarchy tab and got the same result. Rebuilt the bones countless times, broke links and re linked, same result. I got so frustrated that I just rigged with a biped. If you can try to replicate and aid me with this please let me know. I want to learn how to rig but this has set my motivation back. Thank you!!!
JonShawVids 1 year ago
@jonjd46 hey there jonjd i have a problem thats been driving me nuts, i followd all the steps but when i get to the rotation of the fingers things really starts to screw up for me, Fist i add the controll shape as master in the reaction manager then i added the fingers in as rotation y, as soon as i set my state from 100-200 and turn it back to zero the shape and all the fingers just rotate in every direction that i dont want them to and i mean really retarded direction.
jetsu115 11 months ago
@jetsu115 P.S is there a way to rotate the fingers AND affect the attribute holder by rotating the first finger bone without having to go to ur attribute holder all the time?
jetsu115 11 months ago
Hey jonjd46, Ive been following these vids and everything has worked great so far. My character has his arms at about a 30 degree angle at his sides. When I create the finger bones and move them into place in my mesh, I have to rotate the bones in order to get the same rotational direction as my base mesh. Problem comes when I rotate the bones. I rotate them on one axis and when I play the animation back, it rotates on two axis so it doesnt look natural. Anything you can think of? Thanks!
JonShawVids 1 year ago
This has been flagged as spam show
Hey jonjd46, Ive been following these vids and everything has worked great so far. My character has his arms at about a 30 degree angle at his sides. When I create the finger bones and move them into place in my mesh, I have to rotate the bones in order to get the same rotational direction as my base mesh. Problem comes when I rotate the bones. I rotate them on one axis and when I play the animation back, it rotates on two axis so it doesnt look natural. Anything you can think of? Thanks!
JonShawVids 1 year ago
Hey jonjd46, Ive been following these vids and everything has worked great so far. My character has his arms at about a 30 degree angle at his sides. When I create the finger bones and move them into place in my mesh, I have to rotate the bones in order to get the same rotational direction as my base mesh. Problem comes when I rotate the bones. I rotate them on one axis and when I play the animation back, it rotates on two axis so it doesnt look natural. Anything you can think of? Thanks!
JonShawVids 1 year ago
Good tutorial other than all the twitching , is their something wrong with your screen capture software? I can't see what you are doing sometimes because it looks like your screen is going all glitchy.
Sampson2012bot 1 year ago
Hi Jon
thank you for a great set of tutorials - When i am working with the hand all the proportions distort when testing rotations (like using the the scale tool) can you tell me what i am doing wrong?
bosslogic 1 year ago
@bosslogic The distortion is caused by a bad linking connection. It happens sometimes. Unlink your bones and start over again. It stinks, but max sometimes does stupid things.
jonjd46 1 year ago
hi
thanks for uploading a very good tutorial of Rigging cause i was serching for a good learning vid for a very long time now.
And thanks to you i finally was able to rigg my dragon character :)
Btw i used dummys insted of gyros they are simple also ;)
Thanks again for uploading:) i have sent the links to my friends cause they were looking for vids like this.
offline65 1 year ago
Во дятел, хоть бы титры на русском включил. Speak Russin, looser
MrEdelius 1 year ago
@MrEdelius Learn to spell in English. Then Russian could be an option.
jonjd46 1 year ago
@jonjd46 А ты научись правильно читать русский, тогда у тебя проблем не будет с английским, нуб. Скоро всё будет на русском, Then English could be an option, looser.
MrEdelius 1 year ago
@MrEdelius shut up russian pig no one needs your stupid comments.
tipailovas 1 year ago
@tipailovas Russian pig your mom, loser)) Американский ушлёпок.
MrEdelius 1 year ago
@MrEdelius congrats you learned how to spell loser. it only took 4 months for you?
tipailovas 1 year ago
@tipailovas Who gives a fuck?
Fuck yourself, Dick sucker.
Verpiss dich, scheisse. Русский выучи, еблан тупорылый)) ухахаха
MrEdelius 1 year ago
so far these tutiorls are great but i have run into a problem. i got the control shapes in and when i was doing it yesterday when i moved the shape the bones moved. i loaded up the file today and now if i move the shape the bones do not move. but if rotate the shape the bone rotates. is there something i might have changed without noticing?.
AnungUnRama987 1 year ago
@AnungUnRama987 The problem is probably 3D Max, it has bugs sometimes, and bites the big one. If not, try to relink the bones again, that may fix the problem. You can check your linkage in your "Select by Name" dialog box. the button with the arrow and the list. Links are displayed in a tree format, anything under the leftest name is a child of that parent. Make sure your links are good. But, that is a weird problem. Good luck.
jonjd46 1 year ago
Please watch my video in my channel and tell me what i'm doing wrong
tipailovas 1 year ago
i got a problem... when i add to current modifier for parameter editor thing. the add button is grayed out.
xMizuKun 2 years ago
nvm found my problem hehe. i forgot a step. adding the attribute holder.
xMizuKun 2 years ago
@xMizuKun That'll do it. Max is like that, without the exact steps, it doesn't work at all. It's a bossy program.
Good luck.
jonjd46 2 years ago
thanks for the fast reply!
xMizuKun 2 years ago
When i use reaction manager to create the motion for the pointfinger, the original state for the finger changes! It does not go back all the way when i set the value to 0. I rotate the finger round the local y-axis, and i have set the rotation to y in reaction manager. Any ideas what i am doing wrong?
DeltaX999 2 years ago
Sometimes Max does this. It's kinda odd. You can do two things. Redo the whole reaction which sometimes works, or manually adjusting the reactions. In the reactions panel, near the bottom is a histogram showing the finger progress. You can adjust the nodes by moving them up and down. Moving them left or right adjusts the time, you don't want to do this. Move the first node, the one that controls the original position, to a position that resembles the original position. I forget the exact amount.
jonjd46 2 years ago
thanks a lot for the respons, i'll try what you suggested and see how it works out.
i also would like to thank you for these tutorials, they were exactly what i have been looking for - and they are great! love to see a tutorial about envelopes too, kinda tricky to get the motions to look realistic...
DeltaX999 2 years ago
Hey i have the same problem as DeltaX999. I redid the whole reaction and it didn't work. I tried manually adjusting the nodes by moving them up and down but my finger bones move in the z-axis.
BoobSquadOfficer 2 years ago
Try to take the parameters off and start over. This happens often, its something that just needs to be done again. Sometimes Max can do dumb things like this. Do you have your attribute holder modifier attached?
jonjd46 2 years ago
@DeltaX999 which version of max do u use? plz send the reply fast
rahu520 1 year ago
@rahu520 sorry for the late answer... 2010 version of max
DeltaX999 1 year ago