3dsmax beginners: Using CAT poses to manually animate in 3DSMax

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  • Опубликовано: 26 окт 2024

Комментарии • 26

  • @niallcochrane3331
    @niallcochrane3331 3 года назад

    Outstanding tutorial, thanks.

  • @danielkovac2425
    @danielkovac2425 Год назад

    Mr. Lambert
    - I will describe my procedure: I will open through CAT - Base Human - click on the pedestal - Motion - I will open Abs -
    Setup Animation - the green icon remains - click on the hip part - Save Pose - Save Whole Rig - b -
    I will save - Contact
    - I will make the first movement position - Save Pose - Save Whole Rig - b - I will save - Low
    - I will do the second movement position - Save Pose - Save Whole Rig - b - I will save - Passing
    - Load Pose - Load Whole Rig - I open Contact - Human won't return to position - Contact
    - Load Pose - Load Whole Rig - I open Passing - Human won't return to position - Passing
    Please advise where the error is - thanks

    • @3dRobLambert
      @3dRobLambert  Год назад

      First things first, have you tried it on another rig? this will allow you to see whether it is the rig that is the problem. Secondly, as you've explained it, i cant see why there would be an error unless you're remaining in autokey whilst making the poses?

  • @nuummuun
    @nuummuun 5 лет назад

    Great tut !!!

  • @alexanderfilip2679
    @alexanderfilip2679 6 лет назад +1

    Ok, I've got a question. Why would I want to properly save those poses when I can just use the timeline to set up the poses and keep them practically saved there. This would save some time, at least in my opinion. However, I've seen some other tutorials doing it the same way as you do. Could anyone please explain? Otherwise great video!

    • @3dRobLambert
      @3dRobLambert  6 лет назад

      Hi Alexander, The saving of the poses is so that they can be mirrored quickly. Having these mirrored poses enables more fluid transition within the looping walk cycle. This is because the poses will infact be the exact same on the opposite side of the body, they will subsequently have the same inbetweens on each side of the character when animated using autokey and loading the poses at the frame you wish for them to appear. I hope this helps..

  • @BARE_TEETH
    @BARE_TEETH Год назад

    The pose thing didn't work out for me at all. I think my particular setup isn't good for it? I have a character moving in space. They are flying around. When I am loading whole poses the character seems to snap back to where they were in space, instead of change pose locally. If i try just the shoulder nothing seems to happen at all! Bummer. Any tips or ideas on what I can do to get what I need there? I was excited cause I thought I could just get the same poses at different places in the flight but honestly the experience and behavior is off and erratic. I wonder if it doesn't like that I have the pelvis linked to a dummy that is pathing on a spline. I'll have to try this function out on a different animation that doesn't use that.

    • @3dRobLambert
      @3dRobLambert  Год назад

      Hi, you should be able to set poses but location is going to be a tricky one. I'd animate the poses of cat on an absolute layer and try and set the location on a world layer instead to see if it works. Then you could perhaps make local layer adjustments to the limbs etc... if the the general pose is similar/repeated somewhat but you want limb positions to vary. I have had issues with linking dummys within my hierarchy in the past, have you tried using a primitive mesh (Set as a bone object) instead within the hierarchy to see if it yields different results? Apologies though, this video was initially for simple walk and run cycles for students who were struggling with keyframing. I had no idea so many people would watch it haha.

    • @BARE_TEETH
      @BARE_TEETH Год назад

      Thanks! Cool idea. I'm not really an animator at all. I'm a modeler. How i'm doing this is hacky I think but I did the big moves animated on a Group (with old demo character in it). Then when am doing the final stuff I am linking the pelvis of the CAT to that group and just hide the group and animate the arms/legs etc... of the CAT rig. I suppose what I could do is at some point de-link at frame 0 and start exporting/importing the poses on the frames I need. Then I can re-link back up and tweak from there.
      I know CATMotion will link in a way that its layer-based (can just be turned on and off) but not sure that would be the best solution.
      The whole link method is kinda trouble to begin with I suppose. I had to go FK on the feet (which is fine)
      @@3dRobLambert

  • @_-_-_-_-_Michael_-_-_-_-_
    @_-_-_-_-_Michael_-_-_-_-_ 4 года назад

    Thanks! Very useful! But I have a problem with a mirror, maybe someone knows how can I change the axis? Now it’s working like “top and down”

  • @danielkovac2425
    @danielkovac2425 Год назад

    when do you switch Local and View and what does it mean - thanks

    • @3dRobLambert
      @3dRobLambert  Год назад

      Alignment of the Axis to the localised object or the view within the scene.

    • @danielkovac2425
      @danielkovac2425 Год назад

      @@3dRobLambert when should I use it - it can be that Local is turned on, or it is somehow switched - does it have some effect on the animation. That is, I make the animation exactly according to your instructions and somehow it doesn't work - thanks

    • @3dRobLambert
      @3dRobLambert  Год назад

      @@danielkovac2425 You should use it when you want to make alterations along the localised axis rather than the view within the 3dsmax scene that you're currently in. It helps you manage the movement, scale and orientation of the object more bespokely. I cannot garauntee that your results will be the same as mine as you may have conducted a far different modelling, rigging and bone creation process. Perhaps you could divulge what exactly isn't working, when and how it is affecting the final result? then i may be able to give you some advice.

    • @danielkovac2425
      @danielkovac2425 Год назад

      @@3dRobLambert I see that you are a perfect fighter and an expert on this issue. It would be best if I could get your address. I found something on Google rlr....I also wrote to you. I don't know if you would be willing to advise me on some things - mainly animation. It would be easier via e-mail.
      Be so kind as to check your e-mails - did you get my e-mail - many thanks for your willingness

    • @3dRobLambert
      @3dRobLambert  Год назад

      @@danielkovac2425 I prefer to interact via this platform. I do not give out personal details over the internet. Please feel free to explain your issue here and I will endeavour to get back to you with a reply as soon as I am able.

  • @3DAnimationen
    @3DAnimationen 3 года назад

    it would be great and helpful if you could make the reference-sheet downloadable for us :-)

    • @3dRobLambert
      @3dRobLambert  3 года назад

      Unfortunately it isn’t my reference sheet, it is from Preston Blair’s cartoon animation. You may be able to find it from a quick google search.

    • @3DAnimationen
      @3DAnimationen 3 года назад

      @@3dRobLambert ok, thanks for your quick response :-)

  • @AreYouKenneth
    @AreYouKenneth 5 лет назад

    Whey I add and intermediate pose between 2 poses, the result is a trembling animation.
    How can I fix this ?

    • @3dRobLambert
      @3dRobLambert  Год назад

      Typically this is due to a rotation issue with a particular bone or set of bones.

  • @InkDropFalls
    @InkDropFalls 5 лет назад

    wont load pose for me ..only one limb will move when i load it

    • @3dRobLambert
      @3dRobLambert  Год назад +1

      You must select the main hub to load the poses, not a singular bone.

  • @danielkovac2425
    @danielkovac2425 Год назад

    Mr. Lambert - just let me know if you read my last link - thanks