It's a great tutorial! I have a question, if you can help me: if I render a character with a flex modifier with a render farm, is a flex pre-calculation necessary or is the dynamics distributed correctly between the render farm computers?
Extremelly informative. Is this a setup that you would still use today, and can the "Muscle deformations " be exported to an engine like Unreal along with the animations? Thanks Paul!
You can't export this unless it was a baked mesh. You would need to do this as bone animation instead of vertex animation. And yes I still use it all the time for simple jiggle deformation.
Paul, do you happen to have a tutorial on how to bake blendshape deformations/animations, in order to export those into an Engine like Unreal? I have been doing that in Maya but now i have a job whre i have to do it in Max...
Is this exportable to UE4 ? I mean, is this only for rendering on 3ds or is there another way to have the same result on the engine ? Thx for the upload though
Hugo Valencia Any complex sim will be to slow so cache the results using point cache and don't have flex turned on when you are animating. (getClassInstances flex).enabled=false
Nice tutorial Paul! Do you think these would work when the character was running? My experience with Flex is that the simulated vertices will be lagging quite a bit behind the character when he is moving fast.
Rune Spaans Any sort of fast movement doesn't work well as the flex will be to high. One solution is to adjust that manually for each animation to get it right and the other is to setup a script controller on the flex about that checks the velocity of the muscle and turns the amount up and down automatically.
Hi, Paul this is very cool video. I wonder why don't you just apply the flex modifier on the cert_body and paint weight the flex instead of creating another muscle object? Is there any specific reason? Thanks in advance! :D
aries pranata Because you can't control the muscle as well just doing it directly. I want the muscle to stretch as well as being tacked down at the top and bottom.
nice tuto and thanx.. i have aproblem on skin wrap to convert it to skin.. MAx says "topology changing modifiers on top of the skin wrap are not supported"
Hi Paul, these tutorials are brilliant. I've gone through this setup, and am trying to render an animation with the flex modifier. The effect shows up in the 3d max viewport when playing through, but it doesn't seem to show up in the render. The render is as if the flex modifier isn't there. Have you seen this problem before?
Thanks for the response Paul. I've got 3d max 2015. After going over it all over again, I found that the samples value was the issue, it wasn't high enough for the type of motion i was doing. Thanks for your help!
+paul neale Oh my God!! Thanks for replying! I'm using Max 2016 and yes i figured out later last night. Actually i am using my own UI layout from version 2013, so it replaced the shortcuts as well when i applied it. Thus, wasn't working. So i replaced the shortcut for "launch all search". Thanks :)
Great tutor. Thank you. I tried make dancing girl, and her breasts moving nice) But I can't make skinwrap to full body. My separeted (topology) breasts can''t be add in skin wrap. What is it cause ? Thank you
There's not enough thanks in this world for this.
Searched all day for a tutorial like this. thanks for making it all clear!
You are a true genius, Paul Neale! And very cool to share their excellent tutorials. Thanks!
Please don't remove this vid. Omg. I want to try so badly. :) Thank you for sharing this
Make sure that you have a look at 2 & 3 as well.
Very cool and informational video. Thanks for sharing!
Que bueno aporte.
i am not even a modeler, but it was still interesting to watch.
It's a great tutorial! I have a question, if you can help me: if I render a character with a flex modifier with a render farm, is a flex pre-calculation necessary or is the dynamics distributed correctly between the render farm computers?
Thanks for tutorial, i really appreciate it.
Extremelly informative. Is this a setup that you would still use today, and can the "Muscle deformations " be exported to an engine like Unreal along with the animations? Thanks Paul!
You can't export this unless it was a baked mesh. You would need to do this as bone animation instead of vertex animation. And yes I still use it all the time for simple jiggle deformation.
Paul, do you happen to have a tutorial on how to bake blendshape deformations/animations, in order to export those into an Engine like Unreal? I have been doing that in Maya but now i have a job whre i have to do it in Max...
I don't have one but I'm sure there is one out there.
Is this exportable to UE4 ? I mean, is this only for rendering on 3ds or is there another way to have the same result on the engine ?
Thx for the upload though
Djibraïl Marin this would not be exportable. Vertex animation would have to be baked in.
Bake the vertex animation? Like if they were blendshapes? I know how to do it in Maya but how do you do it in Max?
damn clever
Hugo Valencia Any complex sim will be to slow so cache the results using point cache and don't have flex turned on when you are animating.
(getClassInstances flex).enabled=false
thanks alot
Nice tutorial Paul! Do you think these would work when the character was running? My experience with Flex is that the simulated vertices will be lagging quite a bit behind the character when he is moving fast.
Rune Spaans Any sort of fast movement doesn't work well as the flex will be to high. One solution is to adjust that manually for each animation to get it right and the other is to setup a script controller on the flex about that checks the velocity of the muscle and turns the amount up and down automatically.
paul neale Good to know. Thanks for answering, Paul.
Hi, Paul this is very cool video. I wonder why don't you just apply the flex modifier on the cert_body and paint weight the flex instead of creating another muscle object? Is there any specific reason? Thanks in advance! :D
aries pranata Because you can't control the muscle as well just doing it directly. I want the muscle to stretch as well as being tacked down at the top and bottom.
thx guys realy appreciate can you do the tutorial for all rigging of creature please
nice tuto and thanx.. i have aproblem on skin wrap to convert it to skin.. MAx says "topology changing modifiers on top of the skin wrap are not supported"
you must have the skin modifier on top of the layers on your model
If you notice I have TS turned off.
Hi Paul, these tutorials are brilliant. I've gone through this setup, and am trying to render an animation with the flex modifier. The effect shows up in the 3d max viewport when playing through, but it doesn't seem to show up in the render. The render is as if the flex modifier isn't there. Have you seen this problem before?
Never seen this issue. What version of Max and are all available service packs installed? you could also cache the solution for rendering.
Thanks for the response Paul. I've got 3d max 2015. After going over it all over again, I found that the samples value was the issue, it wasn't high enough for the type of motion i was doing. Thanks for your help!
Fantasy!!
Shared on cgvfxing.com
Thanks a lot!
How did u quick search for a modifier?
"x"
At 6:30 what shortcut you used to search the modifier?
***** X
+paul neale No, meaning its a script? cause i cant see that box pop up when i press x or shift+x . :( please say...?
+Glee Pictures x is the hotkey. What version of Max are you using?
+paul neale Oh my God!! Thanks for replying! I'm using Max 2016 and yes i figured out later last night. Actually i am using my own UI layout from version 2013, so it replaced the shortcuts as well when i applied it. Thus, wasn't working. So i replaced the shortcut for "launch all search". Thanks :)
Great tutor. Thank you. I tried make dancing girl, and her breasts moving nice) But I can't make skinwrap to full body. My separeted (topology) breasts can''t be add in skin wrap. What is it cause ?
Thank you
I would think it is a circular dependency. Do you have a Skin modifier on it as well that is dependent on something that the Skin wrap object is?
yes. I have just skin wrap. Because when I made convert to skin breasts move in side ) So I decided stay skin wrap
I'll try again . Thank you, Perhaps it was bag of my Max
Great ! I did it. Thank you very match. Just 1 question. How it export to Unity3d?
Right below your question is the same one about UE4.