Facial Rigging Blended Morph 03 & Dorito Effect

  Рет қаралды 14,426

paul neale

paul neale

Күн бұрын

Пікірлер: 24
@olston3d
@olston3d 8 жыл бұрын
Huge respect, Paul! Without you 3d is not 3d!
@fope2010
@fope2010 4 жыл бұрын
Strictly creative..Prof., thank you Sir.
@Panos9094
@Panos9094 8 жыл бұрын
Thank you for sharing!
@johnanimation9553
@johnanimation9553 8 жыл бұрын
Ты отличный мастер!
@sivag2453
@sivag2453 7 жыл бұрын
Great tips
@tolebaybaglan4330
@tolebaybaglan4330 2 жыл бұрын
mr. Paul you are amazing as always! My question is : is it actual to rig in 3ds max in 2022? I am a teacher in university. So I have a lot of students. Will they get jobs with rigging skill in 3ds max after graduating?
@paulneale
@paulneale 2 жыл бұрын
All depends really. Most character work is done in Maya, not because of the rigging tools but because the animation tool set is smoother with a better work flow. That being said I have been rigging in production in Max for 30 years and am still doing it. Instead of teaching them Max or Maya teach them the theory of how everything works. If they don't understand that then really they will never work as a tech artist anyways.
@tolebaybaglan4330
@tolebaybaglan4330 2 жыл бұрын
@@paulneale Thanks Paul! Your advices will be useful for me!
@lontra2005
@lontra2005 8 жыл бұрын
Great job! One question tho: How does one apply turbosmooth to the main mesh without breaking the attack controllers? The only way I see is to keep the TS at 0 subdivs in the viewport, and do a PointCache before rendering... Any other way? Thanks
@paulneale
@paulneale 8 жыл бұрын
+Tiago Castro Yes that is something that I have not covered yet. There is no way other then to have another mesh. You could use Mesher and apply the TS to that.
@VietAnhAnimation
@VietAnhAnimation 8 жыл бұрын
Maybe you don't remember me, but I have asked you 2 days ago about skin and morph issue. Thank you, I did it. But now I have a new problem. When I create a "smile morph target" and then I use bone to animate the lips, just like you can sing when you happy or angry or anything else (You know what I mean right?). But some vertex I morph in "smile morph" have wrong position (example xyz of vertex 1 and vertex 2 is 100,50,30). I use skin morph but failed. How can I fix it? p/s: I can make my character sing correctly but add "smile morph" just correct 80%.
@paulneale
@paulneale 8 жыл бұрын
I would have to see it to know what is happening. I don't have time to look at it how ever.
@05stanlykumar
@05stanlykumar 5 жыл бұрын
After Morpher done. I try to animate with skinning body. If I make to move character with morph, it's turn back to old morphing t-position. Skinning and morpher not working at same time. I need solution for this problem.
@wakashimazu
@wakashimazu 8 жыл бұрын
Hello I have a problem 22:33 min when putting weight on the point of "dorito" loses force in the vincent_geo_head I did wrong Thank you
@paulneale
@paulneale 8 жыл бұрын
Not sure what problem you are running into. I suggest following the video a couple more times and I'm sure that you will find what you have missed.
@artemsys1876
@artemsys1876 8 жыл бұрын
Cool. But How you added point as bone in skin modifikator? My Max can't add point like a bone. Maybe I must make some settings? Please help
@paulneale
@paulneale 8 жыл бұрын
Max has always been able to add a point as a bone. In fact Skin can add anything as a bone, teapots, cameras, helpers, bones. What ever you like. It has been this way from when it was first introduced.
@bibu244
@bibu244 7 жыл бұрын
Hello Paul, thank you for the wonderful video. I made the dorito effect work great in Max. However it doesn't translate into Unreal. Is there a special workaround to make it work in Unreal? Or if it doesn't work there what would you suggest to do to achieve the same effect as dorito for it to be working in Unreal? Thank you for your time!
@paulneale
@paulneale 7 жыл бұрын
At this point I don't have a solution for Unreal with this sort of setup. I'm not sure that you could pass complex solutions like this to another application. The best you could do is work out a new solution in the application and port the animation to it. I have never tried to setup a Dorito style rig in Unreal as I have never needed it.
@bibu244
@bibu244 7 жыл бұрын
Thank you very much for the reply! I see, maybe just bones will do similar effect? Just put one little bone for every place that needs to be moved around the mouth like the clusters?
@paulneale
@paulneale 7 жыл бұрын
Bones and Targets can be used. Bones have less overhead generally but have a course solution, Targets take up more memory but you can fine tune them easier. Use both if you need something in between.
@bibu244
@bibu244 7 жыл бұрын
You are a life saver, thank you for the wonderful help and for being so nice and helpful! I will do a mix of morphs and bones to achieve as much realism as possible in Unreal. Thank you Paul! bless you
@TurboNoob1
@TurboNoob1 8 жыл бұрын
Thank you for "Pose Saver". I find some problems (3ds max 2015 x64). Can`t find any forums about this. 1st little problem - pose mixer has some conflict with 3d max overlay manipulators (slider). 2nd problem - if i double click on pose - ctrl+z stop working, if i move pose slider - ctrl+z start work again.
@TurboNoob1
@TurboNoob1 8 жыл бұрын
+TurboNoob1 Update: to correct the "ctrl+z" problem - I need not just move the slider, I need to keep the cursor inside the window when i move pose slider.
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