Skin Morph Modifier - 3ds Max 8
by SqHd · in Artist Corner · 12/30/2006 (2:00 pm) · 7 replies
Hello,
Today I attempted to make a 'bulging' bicep using the 'Skin Morph' modifier (on top of the 'Skin' modifier in the modifier stack). Unfortunately, the 'bulging' part didn't translate to the 'dts' file. All I got was an arm that had poor joint deformation when bent. I realize this can be corrected in the 'Skin' modifier, but I was wondering if anyone has had any luck with the 'Skin Morph' modifier. It seems like an easier way to go about correcting joint deformation problems.
Thanks,
Kerry
Today I attempted to make a 'bulging' bicep using the 'Skin Morph' modifier (on top of the 'Skin' modifier in the modifier stack). Unfortunately, the 'bulging' part didn't translate to the 'dts' file. All I got was an arm that had poor joint deformation when bent. I realize this can be corrected in the 'Skin' modifier, but I was wondering if anyone has had any luck with the 'Skin Morph' modifier. It seems like an easier way to go about correcting joint deformation problems.
Thanks,
Kerry
#2
01/08/2007 (8:50 pm)
Skin morphs isn't supported by the DTS format no. There are other (more game engine friendly) ways to do "bulging biceps" though. It would involve a couple of extra bones and some nifty scripted controllers though...
#3
@Magnus, is this the sort of thing you are referring to with using scripted controllers?
I saw a brief glimpse of that technique in one of the demonstration videos on the Discreet website for 3ds Max 8.
01/09/2007 (1:08 pm)
Thanks for the info. I'll have to find some tutorials on using bones as 'muscles'. @Magnus, is this the sort of thing you are referring to with using scripted controllers?
I saw a brief glimpse of that technique in one of the demonstration videos on the Discreet website for 3ds Max 8.
#4
However, the idea would be the same for muscles. Actually for something simple like a flexing bicep you pretty much only need one extra bone linked to the upper arm. Just move/scale it in/outwards to enlarge the muscle, no scripting needed unless you want it to work in a more "automatic" way. (as in the bicep is flexing properly depending on the angle of the arm etc. On the other hand, doing that is pretty simple to set up too).
01/10/2007 (3:16 am)
Yes, more or less. I seem to recall something similar in one of the feature videos for max too, it wasn't really used as "muscles" in that case but rather as a way to fix weirdly stretched geometry at certain bone angles. However, the idea would be the same for muscles. Actually for something simple like a flexing bicep you pretty much only need one extra bone linked to the upper arm. Just move/scale it in/outwards to enlarge the muscle, no scripting needed unless you want it to work in a more "automatic" way. (as in the bicep is flexing properly depending on the angle of the arm etc. On the other hand, doing that is pretty simple to set up too).
#5
02/05/2007 (2:51 am)
Or try using skin modifiers built in morphs. best guess is it should work coz its part of the skin modifier.
#6
02/05/2007 (8:14 am)
Nope. No "morphs" will work, the dts format doesn't support things like that.
#7
Over the past few weeks, I've stumbled upon a really cool find. A guy named Paul Neale created a 'Maxine' character for the 3ds Max 8 demo videos.
www.paulneale.com/technical/maxine/maxineTechnical.htm
This complete character can be found in the 3ds Max 8 samples folder (under - scenes - characters - complete).
Everything is there! The muscle bones, rig, controllers, helpers, model, etc.
This has been a great way to learn about this stuff. I've been breaking it down and studying the different sections. Soon I hope to create my own custom rig with some of the cool features like flexible muscle bones.
Check out the rest of his site too. He has some awesome scripts for skinning. One in particular is called 'PEN_Attribute_holder_2.06'. This is a modifier that allows you to save poses and re-use them with the skin modifier and your own custom rig. It is very similar to the save / load pose system used with character studio biped. (This script is also located in the 3ds Max 8 sample folder.)
Anyway, I guess I should have checked out the sample folder a long time ago...
02/06/2007 (10:44 am)
Hi guys,Over the past few weeks, I've stumbled upon a really cool find. A guy named Paul Neale created a 'Maxine' character for the 3ds Max 8 demo videos.
www.paulneale.com/technical/maxine/maxineTechnical.htm
This complete character can be found in the 3ds Max 8 samples folder (under - scenes - characters - complete).
Everything is there! The muscle bones, rig, controllers, helpers, model, etc.
This has been a great way to learn about this stuff. I've been breaking it down and studying the different sections. Soon I hope to create my own custom rig with some of the cool features like flexible muscle bones.
Check out the rest of his site too. He has some awesome scripts for skinning. One in particular is called 'PEN_Attribute_holder_2.06'. This is a modifier that allows you to save poses and re-use them with the skin modifier and your own custom rig. It is very similar to the save / load pose system used with character studio biped. (This script is also located in the 3ds Max 8 sample folder.)
Anyway, I guess I should have checked out the sample folder a long time ago...
Associate Orion Elenzil
Real Life Plus
i'd love to be wrong, tho!