3DS Max 2014 Dorito Effect

  Рет қаралды 11,371

paul neale

paul neale

Күн бұрын

Пікірлер: 25
@MarkoLost
@MarkoLost 7 жыл бұрын
Can I simply say huge thank you for your effort to put these videos. Your channel is gold mine of valuable information for learning advanced 3Ds Max techniques.
@paulneale
@paulneale 10 жыл бұрын
I don't use any of my own tools in creating this demo. This could be achieved in max all the back to Max 4.
@sergiygolovin5478
@sergiygolovin5478 8 жыл бұрын
Useful lesson,thank you very much,Paul ;)
@Zain-Sajjad_1120
@Zain-Sajjad_1120 5 ай бұрын
All the time i was like how did he do that & when he said "that simple", i was like what? i know nothing, haha.
@spider853
@spider853 10 жыл бұрын
Didn't know about the controller 0 weight on second layer technique :) Great!
@nijatIbrahimli
@nijatIbrahimli 6 жыл бұрын
nice, thanks! :)
@-NOISE-
@-NOISE- 10 жыл бұрын
Hi, a great lesson! but how to deal with the problem, when you turn turbosmooth on- Attachment сontroller knocks howl position ... and with the included turbosm. will slow down the viewport
@HellzMajik
@HellzMajik 10 жыл бұрын
Hi! I really like the setup you have going here and have been wanting to figure out how to do something like this for awhile. I was just wondering if you had any examples of how it would tie into a larger character rig? I followed along with your tutorial and got the test working so figured I would give it a try on my character mesh. I placed points around the mouth similar to the character in your video. I also have a mouth bone on my character for the lower jaw (looks like your guy does too from what I can see). When I move the mouth bone via its controller the 'dorito effect' points I created around the mouth are left behind and causing unwanted distortion in the mesh. I tried linking the top ones to the head bone and the lower ones to my jaw bone which gets me close but the points in the corners of the mouth are causing problems since it seems like they should receive influence from head bone AND jaw bone. Anyway, I was just wondering how you dealt with these issues with this setup? Thanks for posting this tutorial!
@rectutoriales9475
@rectutoriales9475 10 жыл бұрын
I´ve a problema with the orientation of the circle (control), if anyone know how to fix it?. i link the second helper to the base rigg head bone, but when i rotate everything Works fine ecept for the rotation of the circle (control).
@ranaumair100
@ranaumair100 9 жыл бұрын
Sir I have character head with some lips strechy bones connected with point helpers and skinned and some morpher shapes I want to make same effect to utilize both system but when I connect circle shape with my point helper by copy instance value in dope sheet my point helper not follow the circle shape
@paulneale
@paulneale 9 жыл бұрын
+rana umair I can only assume that you have missed a step. Without looking at your setup there is no way for me to tell what you have done incorrectly.
@zemmuonne
@zemmuonne 10 жыл бұрын
looks easier than the maya and softimage methods to me
@ranaumair100
@ranaumair100 9 жыл бұрын
I have problem when I paste circle value to bone point instances and move my circle control the point no follow the circle position it go in rong axis plz help
@paulneale
@paulneale 9 жыл бұрын
+rana umair Not sure that I follow where you are having the problem.
@limbicD
@limbicD 10 жыл бұрын
Is that activeType" one of your tools? Looks sweet
@nginroom8108
@nginroom8108 10 жыл бұрын
that comes with max 2014
@paulneale
@paulneale 10 жыл бұрын
What Active Type are you speaking of?
@nginroom8108
@nginroom8108 10 жыл бұрын
The Global Search command, there's a similar script called active type
@limbicD
@limbicD 10 жыл бұрын
ngin room Yep, that's the one.
@paulneale
@paulneale 10 жыл бұрын
ngin room Yes that is 2014 and above. I have a hard time working without it now when I have to open 2013.
@-NOISE-
@-NOISE- 10 жыл бұрын
whether it is possible to do so?-instead Point helper create box001 and instead Attachment assign position script and write: dependsOn $bone --our middle point helper $ Box001.pos = polyop.getvert $ Plane001 25 -- (25-vertex number)....?
@phyreau3960
@phyreau3960 7 жыл бұрын
how reliable is this for games? cheers :)
@paulneale
@paulneale 7 жыл бұрын
It isn't, read the comments below.
@phyreau3960
@phyreau3960 7 жыл бұрын
i see, thanks!
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