Getting Started with 3ds Max CAT - Creating Spine, Neck and Head

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Miloš Černý Animation

Miloš Černý Animation

Күн бұрын

Пікірлер: 12
@JoshPurple
@JoshPurple 4 жыл бұрын
Thank you :) ! Great last tip about the spine rotation for quadrupeds!
@vishalmunale3035
@vishalmunale3035 4 жыл бұрын
Great explanation and video i ever seen. Please make more video about cat rig features.
@joonykids
@joonykids 4 жыл бұрын
Thank you very much. Because of your efforts, I think autodesk will update 3ds Max CAT soon!
@Gregasaurus
@Gregasaurus 3 жыл бұрын
Love your videos Milos! Do you have Squash and Stretch rigging set up? Or reccomendations? Thanks
@dasnico13
@dasnico13 3 жыл бұрын
I hope you get enough support to continue
@michaelnielsen3462
@michaelnielsen3462 3 жыл бұрын
Milos, thanks for all your videos. I’m quite experienced in 3dsmax, but have just recently taken up character animation. Your vids are very helpfull, but I’m missing some help and info on how bones are connected in CAT, ik, fk etc. I’m finding it very hard to adjust preset rigs to a model, moving, rotating, edit poly’ing bones - without somehow ruining bone-connections.
@ronin_gamer7587
@ronin_gamer7587 3 жыл бұрын
is there way to turn FBX animation to Biped animation please help me out sir.
@dota2signature
@dota2signature 4 жыл бұрын
Love it bri
@kiven7Wu
@kiven7Wu 3 жыл бұрын
hi! I have a very serious problem. When I import the cat animation into ue4 and export it from ue4, max will crash every time@@ please help!!!
@fersuarez24
@fersuarez24 2 жыл бұрын
I love you!!!!!!!!!!!
@sergeykiriuchuk7867
@sergeykiriuchuk7867 4 жыл бұрын
how seporate cat hierarhy for death animation of skeleton ?
@gabe687
@gabe687 4 жыл бұрын
I've done it before in a couple of ways. I would either use a separate rig, and do a model swap or the mesh parts that can break off, would be attached to the main model's joints with a link constraint that can be animated in the motion panel. This is different from the basic select and link tool in the main tool bar. The parts of the mesh that can fall off, would be hidden normally, but you swap the mesh by animating visibility or in some cases quickly change the scale, and animate the Link constraint so these parts can either remain attached or can be moved off the main rig. If it's for a game, you can let the coder show or hide different parts of the model when needed.
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