الاثنين، 3 أغسطس 2009

Spider Bones Skinning Animation

Here is the shape we will use as our spider body - simply make the Top viewport current, make sure you are on the Create panel, make sure Geometry is the type of objects you are creating, and that Extended Primitives is selected as shown in the image below. Select Capsule from the Object Type list, and use your mouse to drag a suitable sized capsule. Watch your Front viewport as you do this.

Now we focus on the Front viewport; On your Character pull-down menu, select Bone Tools. This will bring up the dialog box you see shown below. Click on Create Bones, as shown.

The image below demonstrates how bones are made; the right side leg of the character is complete, and we are in the middle of creating the leg on the left side of the character. Every joint is made by simply clicking the left mouse button. When you get to the end of the leg, simply right-click your mouse to end the process. You will see a little extra bone formed then, which is just fine. This little "nub", as I like to call them, is simply there to define the bottom-most joint of the bone. It is a fact that what is important with bones is not actually the bones themselves, but the joints in-between the bones. You will see this in action soon.

In the image below, we have gone a bit further; both legs have been created, and the body bone has been created as well. At this point in the process, we have turned on the Select and Link tool. This allows us to select an object and drag it to another object, and create a parent-child relationship. So, we can select the upper leg bone, as shown below (the selected bone is in highlighted white), with the left mouse-button held down, and drag the mouse to the main body bone (this is actually the spine), so that the upper leg becomes a child of the spine bone. Think about it - isn't that kind of how we are put together? Most of this hierarchy stuff is pretty logical.

The image below shows how the bones stack up, once you have made both upper leg bones children of the spine bone. The white arrow points to the Schematic View tool, which allows us to see how our various object are connected. Of course, here all of the bones have their default names, so it is a little unclear what is what. It's a really good idea to name your bones so you can see into the data better.

In the image below, we've selected the upper leg bone on the right side and then launched the Animation > IK Solvers > HI Solver. What we will do next, is to select the bone directly under the upper leg bone, to create an IK object that will help us to control the leg.

Here we've broken it down into steps because this process is a little tricky the first time you do it. Looking at the image above, and this image below, you should be able to follow steps 1-4 and create an i.k. object for the first two bones.

Here you can see the i.k. object sitting between the first and second bone on the right side.

Here below, we're about to do it all again - but this time we start with the second leg bone - then we add another HI Solver, and we will click the THIRD BONE DOWN. Look ahead to the next few images to get this clear in your mind before continuing.

Here is a shot of the bone we selected for our i.k. object placement; note that it is the third bone down, so it is not the nub at the end we selected. The i.k. object went to the bottom of the third bone, it went to the bottom of the bone we selected.

Below, we are using Select and Link once again, but this time we are using it on the i.k. objects themselves. We are making the "shoulder" i.k. object a child of the "foot" i.k. object.

Below, we are just finishing up the other leg - so in the end, we have two i.k. objects for each leg - one that controls what we might call the "shoulder", and one that controls the foot. In each case, the foot i.k. is the "master" - so if you move it, the shoulder will follow along.

Here below you can see we are testing the leg to see if it works right - we use the Move and Select tool, select the foot i.k., and move around to see how it looks.

Here we are using the Create panel, 2d shapes, and we are drawing a Line from where the leg connects to the torso of the spider to the foot of the spider. In the image below, we have drawn one line segment too many. If you want to stop your line, just click with the right mouse button.

In this image, both leg lines have been drawn, and we have also create two circles to define the size of the legs at the beginning and at the end. Also we have selected Compound Objects, activated the Loft tool, and have selected one of the leg lines for lofting.

If you scroll down on the Loft panel a bit, you will see "Get Shape". Click this button and select your largest circle. You should get a simple lofted object. But we will make a little more complex loft. See where it says Path, and Percentage. Since we have selected Percentage, we can scroll down the line we drew, till we are 100% of the way to the end of the line, and select "Get Shape" again. This time we can select the small circle. This gives us the lofted shape that is a little more like a real spider leg, thick at the top and thin at the bottom.

Below, under the Skin Parameters rollout, we are setting the Shape Steps and the Path Steps to 1, so that the leg will have less faces and be simpler to work with.

In the image below, we are selecting the body of the spider, clicking the right mouse button, and converting it to an Editable Poly.

Below, our spider body is still selected - under compound objects, we are launching the Boolean command....

Booleans are another feature that can be tricky the first time around. Now, in reality, it may not be the best way to attach a leg to a body, but here we are really concerned with keeping the process simple because the main thing we're trying to get across is how bones and skinning work. So, we will use Booleans because they are fast. Anyway, the image below shows two things - the operation type is set to Union, and the Pick Operand B button is active. This means you can now select the shape you want to union to the spider body. We will select one of our brand-new, lofted legs.

Now, Boolean will not let you boolean another object right away - you have to tell it you are finished first, by doing something like hitting the select button. That's what we are doing in the image below. Once this is done, launch the Boolean command again and boolean the other leg to the spider body so we will have one, complete spider body which has two legs.

Now we can select the new spider body and make sure it is an editable poly.

Now it's time to add a Skin modifier to the spider body. The blue arrow below shows where the modifier list is. With the body selected, click the down arrow on the Modifier List and locate Skin.

Here below we have scrolled down on the Skin modifier until we see the Bones: Add button. Click this button and select only those bones that would actually have a function in the character you are creating. This does not include "nub" bones, and certainly doesn't include non-bone objects like Circle01.

Here you can see that when you do this, the Skin Modifier's "Bones" list gets populated.

Here is the meat of how the Skin modifier works - under the Parameters rollout, you activate the Edit Envelopes button. Note also below that Envelopes are enabled. This means you can click on any bone in the bones list, or click on the black line that represents a bone in the Front viewport, and activate an envelope. Each bone has an envelope that defines that bone's area of influence. The bone actually can influence the vertices of the spider's body. So, if you can just figure out how to get each bone to control the right mesh vertices, you are well on your way to a rigged character.

We won't go into much detail about the envelopes for now, only to say that you can control them with the Move and Select tool - click on one of the black control points (they look like small squares) and move them to increase or decrease the envelope's size. Do this for every bone, until every vertex in the mesh has a bone that controls it. Some vertices will be at a place like a joint, where they will have an influence of two bones. That's expected.

Now use the Move and Select tool to move the spider foot i.k. and see if the spider mesh moves accordingly.

Now undo that last move, turn on the Auto Key button, go to frame 5, and move the spider foot i.k. up in the air a bit.

In this next image, we are selecting the spider body and moving it down a bit, as the leg goes up.

In this next image, we are rotating the spider body a bit on the same frame.

It sometimes helps to turn on your shading so you can get a feel for how this character will look as you animate it.

We hope this tutorial has been of help. Keep in mind there is a video tutorial that covers this same project in about 7 minutes

3DS MAX Tutorials : Switch Materials in mid-animation

What I’m about to show you is a very simple trick to change the texture your object is using in mid animation. This can be achieved very simply but I noticed that I couldnt find any tutorials on it anywhere and Its not always easy to figure out unless you have a good understanding of 3dsmax. So to begin I want to make this red sphere turn blue at frame 50.
red spherered sphere
So to begin I want to open up my materials editor and have both my red material and my blue material ready.
material editormaterial editor
Find a material slot you are not using and change the material type from standard to blend
switch to blendswitch to blend
Next create your blend texture by dragging and instance of your red texture into one blend material slot and drag an instance of the blue texture in the other blend material slot. Finally apply the blend texture to your sphere.
From here we have to decide how we want the texture to switch over. Do we want the texture to switch instantly from red to blue or do we want to gradually fade from our red texture to our blue texture. Ill first show you how to fade although it’s the same exact process for both.
So I am going to set up my scene so that the sphere changes from red to blue over ten frames at frame 50. So to begin I need to turn Autokey on.
AutokeyAutokey
Next bring the animation slider to frame 50. On the blend material setting change the mix amount to 100% and press enter. You should notice a little red box appear next to it. Finally go to frame 40 and change the mix amount to 0 and press enter. animate textureanimate texture
Turn off Autokey and your done.
When you play the animation the material will gradually fade from red to blue. If you want an instant change just adjust the keyframes so that it changes over 1 frame instead of 10 like I have set up. This simple concept has so many applications and is very useful. What we basically done is animated our texture. All the texture attributes can be animated in the same exact way

3D Modeling of a Chain in 3DS MAX Rendered picture of chrome chain which uses a bump map Picture 1. This tutorial goes through creation of a 3D chain

Particle Dispersion Effect Using 3ds Max and Particle Flow


In this tutorial I will show you how to create particle dispersion effect using 3ds Max’s particle system.

Concept

There are lots of similar animations on the Internet but I couldn’t actually find a good tutorial that is explaining how to create effect like this so here you can find one. First let’s take a look at the final animation and a sample screenshot from the middle of the movie.

final

Usage

That’s what we are going to create but before we start I’d like to point out some possible methods of creating this effect that I’m familiar with and some situations where you may find it useful. Effects like this one are usually very basic stuff and at the same time they have a wide usage anytime when you want to:

  • dissolve,
  • explode,
  • burn,
  • destroy,
  • hide,
  • and more…

something in a quick, simple and believable way. You can do it using different techniques and some examples include:

  • using modifiers such as “delete mesh”
  • using plug-ins like RayFire that are affecting object’s mesh
  • using materials that are not affecting mesh but making object invisible.

Here I will show you the third method because that one works best for me and is probably the best one in most cases, especially, when it doesn’t have to be perfect. Also it’s probably the quickest one to do and it gives you relatively the best results. So, of course you don’t have to play with all your mesh because it is much more complicated, time consuming and hard to calculate on average computer that you are probably working on at the moment, than if you had to use particles that are in a matter of fact made for such things. We won’t even touch our object (excluding a need of selecting it occasionally) but we will hide it using materials instead and let particles simulating sand appear in the correct place and time.

Step 1 – Objects to disperse

Open up your Max and create some kind of an object. I chose teapot because it is more complex and has more details than other objects. It doesn’t really matter if it’s big or small. I used 40 centimeters for radius so I was playing with quite big teapot :) . Don’t forget that size does matter if you are going to render your scene. Some rendering engines works better if you keep real world dimensions.

image1

Step 2 – Setting Up Particle Flow

Once you’ve done that turn on Particle View window. Usually it’s under 6 hotkey so you only have to hit 6 right after you’ve made teapot but if it doesn’t work go to Graph Editors -> Particle View in the top menu of your 3ds Max. Right click in the window that will appear and create Empty Flow (under Particle System section). Then create Birth right next to that and connect them together (find part of table that makes your mouse cursor like 3 arrows pointing to the center and drag and drop this part of your table on the top of another).

image2

Step 3 – Modyfing Particle Flow

We have to modify a list of items by adding there some new objects. Right-click again and add Position Object, Force and Shape from a list.

  • Position Object – because we want to add our teapot (or whatever you are using) to a system
  • Force – because we want to add wind (otherwise particles won’t fly away)
  • Shape – because we want to see particles on renders

We have to modify all of them slightly before we can go any further but first let’s add one more thing to our scene.

image3

Step 4

Go to Space Warps, choose Forces and then Wind. Place it somewhere on your scene. Again it can be either big or small as you wish because it doesn’t make any difference except it’s easier to find in viewports. I made it around 10 meters. Rotate and move it a bit so that it has direction in which you want your particles to fly. You can also make it falling ground but in this tutorial I’ll only cover flying.

Once you have your wind you can modify its setting. I found that standard wind’s strength is too high so it’s good idea to decrease it a little bit. Also you’ll probably want to add some turbulence to it so that it won’t go perfectly straight. Try to change other settings here if you won’t satisfied when we’ll be able to see the result (we can’t yet).

image4

Step 5

Go back to Particle View and select Position Object. Add your teapot to Emitter Objects list.

Step 6

Now choose Force and obviously you have to add there your forces. In our case there is only wind.

Step 7

Go to Display and choose there your particles’ color as well as their type. I decided to make them look like a sand so I think Dots and yellowish color will be great.

image5

Step 8

Now select Shape and decrease its size a lot like for example to 1cm or 2cm.

Step 9

Go to the Birth and change Emit Stop to something bigger like 50 and Amount to something really high. I think 20,000 would be enough for now but for the final renders you’ll probably need to increase this number to around 100,000 (depending on how many particles you need). Finally we can close that and get back to viewports and our teapot. Animation is already there. Maybe values I chose are not good for you but always you can play with them as you like. Now it’s good time for that. If it slows down your computer don’t worry. You can go to your PE Source settings and look for Quantity Settings. Decrease Viewport % a bit and it will show less particles in your viewport but still they will be visible on your renders.

image6

Step 10

We can get back to our teapot again. We want it to disappear and that can be done using gradient ramp as an opacity map. Opacity slot as many others works that way it grabs value from color of any grayscale map and make your objects more or less transparent. For instance, if you will put there black bitmap it will be invisible all the time because black has value of 0. Go to Material Editor (M) and select one of the material slots. Select opacity slot and then change it from NONE to Gradient Ramp.

image7

Step 11

Basically what we want to achieve is animated material which will make teapot disappear while there are particles flying around. We need to animate gradient and make it change from white at the beginning to black at the end during 100 frames. It’s a bit complicated process. Try to even set key frames for already set indicators (colors)(for instance if indicator is already white set it white again anyway when you move it to another position). Turn the Set Key mode on and go to the 1st frame.

  1. Frame: 1 – 1% indicator set to black and rest white at positions 2%, 3% and one at 100%
  2. Frame: 2 – 1% and 2% indicators set to black and rest white at positions like before (remember to change their color to the same color here even if they already have this color – this will make key frame)
  3. Frame: 98 – move indicators from 2% and 3% to accordingly 98% and 99% (1% indicator is black and 2% indicator is white all the time)
  4. Frame: 99 – 99% indicator set to black and rest black but 100% is still white
  5. Frame 100 – 100% indicator set to black and rest are black

Now you should have nice gradient moving from left to the right. It may be hard to achieve so I’ve prepared a video presenting whole process. Make sure to turn on Set Key mode as I did and to press key button each frame to create a key frame.

A couple things to note:

  • to see material’s key frames on your time line you have to add this material to teapot or other object first
  • you will have to move key frames then because particles are starting to appear slowly and you want your teapot to disappear only when there is a lot of particles already and not right after animation starts.

Step 12

If we now render that at for example 50th frame it will be ok for some objects but not for teapot. You have to add some mapping to it. Modifier called UVW Map should work fine with standard settings but simple objects like teapot. Animation is ready. It looks almost or exactly like we wanted to but you can play with gradient a bit and make it softer or add there some noise to make effect better. I’ve set my noise amount to 0,08, size to 0,93 and mode to Fractal.

image8

Conclusion

Well, that is all for now. I hope you enjoyed my tutorial. As I mentioned you can use this effect in variety of ways. Especially it is useful when you are going to burn something and want to burnt part of your object disappear, when you want to make an explosion and want your object to disappear consecutively part by part. It doesn’t require much calculating power as it is with modifying mesh and gives you quite good results.

final

Chrome Chain in 3DS MAX

3D Modeling of a Chain in 3DS MAX

Rendered picture of chrome chain which uses a bump map

Picture 1. This tutorial goes through creation of a 3D chain in 3DS MAX. The end result will look like the chain in the picture.

Category: 3D (Modeling)
In this tutorial you create a simple 3D chain like the one in picture 1 by using cone objects in 3D Studio MAX. (Create > Standard Primitives > Cone)

Turn off the Grid

This tutorial doesn't require using Grid in 3DS MAX. I think it's best to turn it off always when you don't need it. Grid can be turned off by taking the following steps: Activate the Top view by right-clicking on it. Press g from keyboard. Repeat the procedure for each four views.

Creating the Cone

Create a cone with the following parameters In the Top view:

  • Radius 1: 1
  • Radius 2: 1
  • Height: 5
  • Height Segments: 1
  • Cap Segments: 1
  • Sides:32

Copying and Modifying the Cone

Two wireframe cones in 3D Studio MAX.

Picture 2. Place another cone precisely on top of the other cone according to the picture. You can place the cone precisely by using the Align tool.

Make a copy of the cone in the Front view. Set the following parameters for the copy:

  • Height: 8
  • Height Segments: 30

Use Align tool and place the copy precisely on top of the other cone according to the picture 2.

Cone with a Bend Modifier

A cone with bend modifier in 3DS MAX

Picture 3. Add Bend modifier to the upper cone and bend it 180 degrees according to the picture.

Add a Bend modifier to upper cone according to picture 3:

  • Select the object
  • Click Modifier List in modify panel
  • Choose Bend from the modifier list. Set the following parameter in the Bend modifier:
    Angle: 180

Edit Mesh: Remove Caps

Hide the curved cone. Select the straight cone and add Edit Mesh modifier to it. Activate polygon sub-object mode. Choose both caps of the cone and remove them by pressing delete from the keyboard.

Unhide the curved cone and hide the straight cone. Add Edit Mesh modifier to the curved cone and remove both caps also from it.

Copy Cones

Chain mesh in 3D Studio MAX

Picture 4. Complete piece of a chain is an Editable Mesh object.

Make copies of both cones and place them precisely according to picture 4. Use Mirror function in 3DS MAX to copy the curved cone.

Edit Mesh: Attach Cones

Attach all four cones into one object by using Attach function in Edit Mesh.

Remove Duplicate Vertices

Now the object has duplicate vertices. Use Weld function in Edit Mesh to remove duplicate vertices:

  • Select all vertices
  • Click the Weld button in Edit Mesh modifier

Centralize the Axis of the Mesh

Centralize the axis of the mesh by taking the following steps:

  • Select the object
  • Click Hierarchy Panel
  • Click Affect Pivot Only
  • Click Center to Object
  • Click Modify Panel

Copies of the Piece of the Chain

Now one piece of chain is complete. Take three copies of it. Create a plane object below the model. Place objects as realistically as possible on top of the plane for example like in picture 5. If you want you can also create a longer chain.

Material: Chrome

Create a new material and attach it to the pieces of the chain:

  • Shader Basic Parameters:
    Metal
  • Metal Basic Parameters:
    Specular Level: 100
    Glossiness: 70
  • Maps:
    Reflection: Raytrace (REFMAP.gif)

Create Lighting in 3D Studio MAX

Create a light (target directional) and turn shadows on. Place the light so that it points directly downwards. Place a camera and change the Perspective view to Camera view.

Turn SuperSampling on

Rendering of a chain which uses supersampling in 3DS MAX

Picture 5. Supersampled rendering of a complete chain.

Turn SuperSampling on and render the picture. Supersamping can be turned on in material settings in SuperSampling section. Set the following parameters:

  • Enable
  • Adaptive Halton
  • Quality 1

SuperSampling is one antialiasing technique in 3DS MAX. In this case SuperSampling considerably enhances the quality of reflections and bump map. The material should look like in picture 5.

Add Bump Map to the Material

Rendering of a chain using bump map in 3DS MAX

Picture 6. Dent as bump map brings more realism into the rendering.

Add more realism into the picture by adding little roughness to the surface of the chain. Set the Bump Map amount to 20 and choose Dent as Bump map in the Maps section of the material. Set the following parameters to the Dent map:

  • Size: 10
  • Strength:1
  • Iterations: 10

You can also try other values. With these settings the material of the chain should look like in picture 6.