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3ds max 2015 portugues
3ds max 2015 portugues









3ds max 2015 portugues

Not taking anything away from the CAT system, I enjoy using it.ĬAT's base rig setup and base rigs are superior to biped in almost every way. For me personally - CAT has several little issues that are just simpler to do when using biped, primarily the pose tools in biped. Once you have a good rig, matched to the humanoid structure - biped imports seamlessly. I've had no problem fitting biped to the humanoid rig. There is a lot more Max to Unity related content in other posts I've made. animation layers and motion mixer allows you to use most any type of animation file on a biped and bake down into one file or blend/tweak separate animations files until you are satisfied.

3ds max 2015 portugues

Know what you are getting with biped before you begin, the outdated animation controller that the BIP and IK constrained bones use is very complicated to tweak when you need complete animation curve access, but this can also be overcome if you are aware of workarounds like setting a separate root bone the bip is parented to before starting to lay down set keys on the arms and legs.īiped is also very versatile when using it to combine mocap (bvh) and custom animation motion files. It's better just to use a link controller and a non renderable box that can control any props/weapons far better than the built in prop options. Personal note - stay away from the prop options under biped. Some creatures may need additional legs if more than 4 but using biped still gives you the advanced animation tools not available with a complete bone animation rig.Įxample Dragon rig with biped, minus extra bones for wings. This is also explained in several places so I'll leave you to perform the proper research and experiment.ĬAT has some 'issues' with it which I find unappealing compared to Biped when the final output is going into Unity, with that said I know several animators who love using CAT.Ĭustom bone rigs are the best in my opinion because of there versatility and awesome animation controllers, but biped has some very nice advanced features which allow for speedy rigging and pose to pose animations - which can be used as base keys then converted to linear animation after you are happy with the results.Īlso I have never ran into a custom character/creature which I haven't been able to pose the base biped into. But the best practice I've read about is if you have several characters to apply facial expressions to - the best setup is to use bones and dummies for rigging/skinning and use the same rig for multiple characters. One other option you didn't mention was morphs. It takes time to get comfortable with a good workflow for clothing and facial rigs. Taking things to the next level requires a lot of prototyping and workflow setup for yourself to get confident in the process you use.

3DS MAX 2015 PORTUGUES HOW TO

I've commented previously on how to get the best workflow using biped so I won't repeat here. I have very little experience using these optional tools but they help when you have a custom 'bone' setup which gives you pose tools similar to the pose tools found under the motion panel when using biped. The circles you speak of is a custom character setup in Max. Hey there click on my name and research any 3D Max animation and rigging related content. Which on of them (or other) would be the most suitable for me to research and master to use inside Unity? So to sum up, I've seen: - Biped rigging - CAT rigging - Generic bone rigging - Some other kind of rigging I've seen in tutorials with some circles and arrows and stuff, not completely sure what they are about to be honest. bvh, but I'm not sure if they were meant to be used in biped rigs, CAT rigs or something else. I believe I've encountered some other type of animation files. As I've said, I've already use biped rigging, seemed REALLY convenient to use (or edit and use). For example I would like to add facial rigging with facial expressions (lip syncing would be REALLY cool) or add clothes (maybe even swap clothing in-game), edit my model and partially re-use my previous rigging and more.įor the sake of argument, let's assume we're talking about humanoid characters, as I see it that would cover 90% or more of workload. I'm thinking of taking things to the next level though, so I'm looking for the best method I should research and become experienced enough to get the most out of the models I'm working with. Seemed quite nice and easy enough for some basic use. I needed character animation inside my game, so I looked for tutorials on rigging in 3DS Max, and learned some basic stuff about biped rigging. Not too advanced stuff, but enough to make myself a complete 3D mini-game.

3ds max 2015 portugues

I've had a few experience in 3DS Max and Unity.











3ds max 2015 portugues