Absolute Animation Layers Explained - 3ds Max CAT
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- Опубликовано: 4 ноя 2024
- What are animation layers and why to use them? In this video you will find out about absolute animation layers explained in 3ds Max CAT animation system.
If you want to learn how to animate, animation layers are very important. Every animator should at least know about how they work and what the benefits of using them are.
3ds Max CAT (Character Animation Toolkit) is an animation system inside Max. If you are interested in CAT and why is it (in my opinion) better then biped or regular max bones, you should subscribe to the channel or watch other videos and tutorials I have already posted.
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Even today this video still the best CAT tutorial in youtube
Ofcourse
Amazing presentation and quality SUBSCRIBED. Also you made me realise how amazing CAT really is I've switched to blender couple of years ago but really loving what CAT can do.
Man thats amazing, that breathe/idle animation trick is GOLD!!! your videos are short and perfect, i hope to see some quadruped rig stuff, or some FPS animation setup or maybe a Game Engine integration video, whatever you want it will be great. Thanks a lot!!!
Perfect! Your videos will help thousands of people like me! This is gold!
Yes. I usually keep separate blend files for every animation and scene. This was what I was looking for
Hello Milos, 👋
The best quality training kit I've ever seen on RUclips... It's really great... 👌💪
I'm messing up the order of the videos. What sort of order should I follow? I looked at the playlists, but I'm a little confused which playlist should be number 1.
Wow! Didn't know about the blending part. So cool!
Excellent tutorials.
Thank you very much!
Excellent
Great video as always mate.
Awesome video, i really want more videos of rigging and skinning, or some tricks for begginers/intermediate. Thank you man!
Thank You! There is a 3 part video about rigging and skinning another model coming soon. Meanwhile you can watch my quadruped tutorial which is exactly that as well :) ruclips.net/video/YcwjaN_VxxY/видео.html
Hello...Thank you so much for all your videos!! But I am having a problem, I have a rig which have some Attributes which connected with some facial morph target on a character. When I am animating the attributes... its appearing on all other Animation layers.. How do I fix it?
I feel like I stumbled upon a treasure trove of a channel. I've been trying to wrap my head around CAT for months and I've binged several of your videos today alone and they're all amazing, concise, and very well-edited. Thank you so much!
One question if you read this: How would you seperate different character animations? You said that you can group walk, run, and trot. What would you do if your character also had something like a death animation or a jumping animation. Would you delete all your existing layers and save to a new MAX file? Very specific but im just curious about your workflow.
Hey. Glad you like the videos.
To answer the question. Yes, I separate different animations into different .max files. If it's just a simple walk, run and trot, I usually keep them in one file. But if it would be something more complicated - different speeds for walk for example, or different directions etc ... I would keep walk with all it's variation in one .max file, run variations as different file etc ...
Basically, any way as it make sense ...
hi milos cerny, i found this channel to help me out with animation work and it has been so very helpful thus far. and im not sure if you will see this comment, but i wanted to ask, do you know how to animate between different layers? or what about if you accidentally do everything on one layer and want to separate, could you give any tips on that? thank you!
Hey, weird question but what's the background music? I feel that have heard it before :)
@Miloš Černý Animation I've made 2 absolute layers Each layers has it's own animation cycle. Now I would like to export it as FBX and import to blender, however, it would import only active layer. Is it possible to export it the way, it would be possible to choose later on in blender which animation cycle to play? I saw forums about the same issue in unity do you know how to export animation cat layers?
you are great at teaching !! thanks (:
what is the music playing? so good
Hi could you make an animation where the character is walking and then stops? thx
Its any way to limit the time warp of the animation? Or its any way to load a pose in just one keyframe and not in the whole animation? Nice videos!
I would like to see some of facial animation, as lip sync, blinking, eye movement etc.
hey i have a problem using the cat rig, do you think you can help ?
Hi Milos, when I have an Absolute layer with an adjustment layer, is it possible to add another Absolute layer? Currently when I add a new absolute layer, the previous adjustment layer I have gets moved to the new absolute layer.
Yes. Absolute layer overrides everything underneath it (above) in the layer stack. If you want some parts of the rig to not be affected by that particular Absolute layer you can use Local Weight. I show it also in this video @3:23
Как выставить последовательно анимации? Что бы анимации шли друг за другом?
How can I export multiple animations to unity or in a fbx?
Should be the same for Unity as it is for Unreal. You can watch two of my videos here. ruclips.net/video/fW6yonKzSo4/видео.html and ruclips.net/video/V2rJh66-VyY/видео.html
Nice thank you! You are making great videos :)
please i need help
i made a walk cycle with CAT
but i need one hand all time straigh...how could i do that ?
please help me
I don't know if you still need help, but if you made the walk cycle, make a new absolute animation layer below it and on that layer set the hand straight, then go back on your walk layer and set the Local Weight for the hand bones to 0. I hope this helps! I myself am still learning this stuff and it doesn't seem like there is always one correct way to do something.
Edit: I don't know if your walk layer is the Walk Cycle layer type or another Absolute animation layer, but I'm hoping the Global and Local Weighting is the same.
I just watched another video of his and you can use an Adjustment Animation Layer (it has the +L on it) and straighten the hand there.
Asalamualikum! Thanks dear bro very usefull. but i wait for Facial rig Animation.