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  • #16
    Originally posted by andrius
    Panthon-

    No dude, it's so easy! All you have to do is select the biped node, go to the motion menu, go the the submenu called biped, click on that little character guy called figure mode, then go to the structure rollout and at the bottom you will see a "height" parameter. Increase the size and that's all!!!!
    Glad to see it´s working for u!

    Well i started using that method too, but it soon became an issue. Sometimes if u merge a character with the biped included into a new scene, u can find some inestabilities that make max crash, and what´s even worse, the scene gets corrupt and u can´t open it any more... I don´t know the reason...However if u find the method is working for u, don´t forget to rename the biped names...if u dont do it, max will prompt u to rename all the bones for all the bipeds in the scene...I prefer to edit the animations on the biped in a separate scene and then convert them with the point cache...This way i don´t have to worry about biped stability issues and u get a lighter model. That´s important if u are using LOTS of characters to populate your scene.

    Just a question, have u non-uniform scaled the biped bones before skinning? I have encountered some problems with that too. For some reason, skin only likes uniform scaled bones...
    My Youtube VFX Channel - http://www.youtube.com/panthon
    Sonata in motion - My first VFX short film made with VRAY. http://vimeo.com/1645673
    Sunset Day - My upcoming VFX short: http://www.vimeo.com/2578420

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    • #17
      No, it's only been a uniform scale and the skeleton was already skinned to the mesh. I have not tried it with more than one character though. So, I'll have to try it now... gulp! Thanks for the heads up.
      www.rayduststudios.com

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