30 Second Animation: Rigging Mechanical Objects in 3ds Max

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  • čas přidán 22. 08. 2024
  • Video 26 of 67

Komentáře • 36

  • @kpo42641
    @kpo42641 Před rokem

    OMG I' finally found the perfect video with understandable instructions and detailed demonstrations of exactly what I'm trying to create in 3Ds Max. There are plenty of videos on character rigging but for simple mechanical systems like this, is the first for me. I've been trying to use bones for this but apparently that was my mistake. Thank You so much!!

  • @larsem8
    @larsem8 Před 10 lety +4

    Good tutorial! Although i would recommend to keep the hiearchy, IK chains and constraints to bones/helpers only. Then you would not ruin the rig if you were to switch mesh parts. And i would not use the initial offset in the look at constraints. If set up with correct look at axis, source axis and upnode axis you would have full control of the plane of rotation and avoid potential flipping. But i guess it is just a matter of personal preference :)

  • @scipioklausen3128
    @scipioklausen3128 Před 7 lety +1

    Thx for the video
    Most tutorials are for organic rigs but they're working different than hard surface rigs

  • @redrhino2048
    @redrhino2048 Před 3 lety +1

    Very useful tutorial buddy, you are my hero from now :)

  • @FuranTenshiFK
    @FuranTenshiFK Před 7 lety +3

    Boss, this is super neat, good job!

  • @everythingeverybody6526

    Thanks for teaching ^^

  • @fyrentenimar
    @fyrentenimar Před 9 lety +1

    Thanks a lot for this, I'm animating a digger and the arm pistons were giving me such a headache as to how they needed to be linked.

  • @Balke0r
    @Balke0r Před 9 lety +1

    Well done DSW! I am making a quick animation for my portfolio and needed this for a different creation. (Suggestion) Add the 3ds Max file before adding the constraints and such (just the objects) so people can easily follow along. I had to make my own for it but was still useful. Thanks DSW! :)

  • @StranjTrax
    @StranjTrax Před 10 lety +3

    Thank you for this!!!! Made my day!!

  • @Daedricbob
    @Daedricbob Před 6 lety +1

    Very useful, thanks!

  • @jaronamomurray
    @jaronamomurray Před 10 lety +1

    Flawless.

  • @arassy6851
    @arassy6851 Před 9 lety +1

    thank you, it's really help me and easy to understand

  • @MrBravo048
    @MrBravo048 Před 8 lety +2

    Nice, now i could make a Exo-suit for my short film :D

  • @YN3_
    @YN3_ Před 9 lety +1

    Thank you very much! It was a very helpful video!

  • @lukasx123
    @lukasx123 Před 10 lety +3

    Very clear and useful tutorial! Thanks. :-)

  • @lalexander506
    @lalexander506 Před 5 lety +1

    very helpful

  • @mornegeringer9044
    @mornegeringer9044 Před 6 lety +1

    Excellent tutorial, thanks!
    I just have a question though (something I'm trying to figure out.
    I have a similar piston-setup that I'm trying to rig, but in my case, the "half-rounds" (The blue parts on your arms) are part of the actual arm itself. I can get the arm "elbow" joints linked with the pin as you show in your tutorial, but is there any way to join the cylinder end to the second point on my model without having that point as a separate object (I.E the elbow joints linked, and the cylinder ALSO joined to actuate on the same object)?

  • @teddydk8917
    @teddydk8917 Před rokem

    Thankyou ^ ^

  • @thhm
    @thhm Před 6 lety +1

    pivots - links - ik's - constraints.. got it!

  • @TheEightshot
    @TheEightshot Před 9 lety +1

    Thanks, havent done any animation in ages and this was a good refresher for me.
    Quick question im trying to do some work with Cryengine4 will these kind of animation tools/settings transfer across or will i lose them in the import?
    Thanks.

  • @paulindrome
    @paulindrome Před 8 lety +1

    After establishing the links, would you have been able to move f.e. the upper arm around the Z-axis? I am trying some of this out and I can't get that itch out of head that some axis constraints would be needed at some point.

  • @edwinbohdan1011
    @edwinbohdan1011 Před 4 lety +1

    I'm looking at making a multi-linked robotic arm which will require each linkage to rotate in the xyz as well as each segment having the ability to slide (like a sleeve so so the structure can extend and retract into itself). I've read on the 3ds documentation that a HD solver will be best for machines and anything with sliding parts. Just wondering if that's true and whether you'd have a tutorial for that?

  • @lalitbaghel1136
    @lalitbaghel1136 Před 6 lety +1

    Thanks for this tuts...

  • @ricardovasconcelos2639
    @ricardovasconcelos2639 Před 9 lety +1

    nice man
    good tuto

  • @stever73
    @stever73 Před 8 lety +1

    Great tutorial....I need some help with a project. I'm trying to create a piston inside a shaft that rotates slightly on a pivot about half way up the inner piston. I have look at constraints on both ends but I can't seem to keep the outside shaft in proper motion with the inner piston when I rotate it on the pivot. Does that make sense?

  • @diiiaggl4513
    @diiiaggl4513 Před 4 lety +1

    After added th HI when i move it up it rotates the uppet arm?

  • @No_Name07050
    @No_Name07050 Před 6 lety +1

    SURER!

  • @karlhans6678
    @karlhans6678 Před 5 lety +1

    How do I view the bone names of a model that I imported?

  • @dawoodbadri9744
    @dawoodbadri9744 Před 7 lety +1

    we can have more than one pivot??

  • @Eltoyotacorolla
    @Eltoyotacorolla Před 9 lety +1

    Um, I'm not exactly sure of where this "select and link" button is. Please, PLEASE someone help me.

    • @ShutterAuthority
      @ShutterAuthority Před 9 lety

      Its the symbol right below the 3ds max logo in the top right corner.

    • @shoopdawhoop
      @shoopdawhoop Před 9 lety

      Shutter Authority Please, do you know how to make 2 or more links from the same object? I am animating an Pixar Luxo Lamp, it must have two joints from the stand, with different linkage paths. When I try to joint it to two levers, it joints to last chosen only. What should I do?

    • @ShutterAuthority
      @ShutterAuthority Před 9 lety

      I'm not sure if understand you correctly. For something like the Pixar Lamp you can use a HI solver. That was it'll all be IK. If you want to work in FK you can link each object to the next in the chain. In either case make sure your pivots are set correctly.

  • @aj_ayrishvlog4977
    @aj_ayrishvlog4977 Před 6 lety

    useful