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Tag: 3dsmax

Toon Eyes (quick/easy setup)

by lala on Jan.11, 2009, under MXS (max script), Scripting

toonEyes

Installation: Just drag-drop or put in your “usermacros” folder

Usage: 3dsmax>>customize>>lm_Rigging(Catagory)>>ToonEyes (assign a key,quadmenu,etc)

Download: ToonEyes_v0.2

Update: minor fix (closing UI accidently without finalizing now can be fixed by selecting left and right ffds and hitting finalize button.

Notes:The Script helps you to setup toon ffd eyes symmetrically. it also add two helpers which you can constaint later (lookat) .


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3dsmax to motion builder and back again

by lala on Sep.20, 2008, under Animation

recently i had to work with x collegue to solve this issue. it had been discussed on lots of forums but not concluded in precise fashion. below is process for my own memory so when i have to redo this i can save time.

before you start keep in mind
2 exporter version are there (fbx200608 | fbx200611)
process differs for motion builder7.5 and ext2. Because in ext2 autodesk has given a template for max biped and prcess becomes really simple. lets first discuss this

process 1: (motion builder 7.5 ext2 with latest exporter)

1- make sure system units are centimeters
2- export scene with all default options >> y up , centimeters
3- import scene in motion builder with import / merge fbx
4- drop max biped template, characterise, create cnt rig, animate , do enjoy
5- when done animating, plot your character from navigator ( i think its kind of baking process, but not sure)
6- export anim or do save file as fbx with all normal options
7- open same max file (which you used to export)
8- do exclusive merge while importing new fbx, all baked animation should come back to character

process 2: (motion builder 7.5 with older version of 3dsmax)

tip: process will be same as above but heirarchy & naming convention changes will be additional.
1- make sure system units are centimeters.
1b- select clavicals and neck joint, link them to last spine bone (changing biped heirarchy, don’t worry, it won’t harm)
1c- select both legs thigh joints and link them to pelvis
1d- rename all biped bones as motion builder. open MB and see that list, eg Bip01>Reference, Bip01 Pelvis >Hips etc. this may take time. i was thinking about writing a simple script to automate above mentioned points if needed again.
2- export scene with all default options >> y up , centimeters
3- import scene in motion builder with import / merge fbx
4- drop character  template, characterise, create cnt rig, animate , do enjoy
5- when done animating, plot your character from navigator ( i think its kind of baking process, but not sure)
6- export anim or do save file as fbx with all normal options
7- open same max file (which you used to export)
8- do exclusive merge while importing new fbx, all baked animation should come back to character

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