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Data Channel Delta Mush & Tension Deform 

paul neale
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15 окт 2024

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Комментарии : 25   
@tochukwunwankwere3573
@tochukwunwankwere3573 6 лет назад
God bless you sir... You keep 3ds max alife
@poserposer8965
@poserposer8965 5 лет назад
a great people , great master !a great leader of 3ds MAX's user !
@poserposer8965
@poserposer8965 5 лет назад
I got down on my knees more than ten years ago!
@paulneale
@paulneale 5 лет назад
Thanks
@abdullahburhan9057
@abdullahburhan9057 6 лет назад
Thank you Paul for this great tutorial , your videos are really effective ,keep doing them.........
@Bigguns761
@Bigguns761 3 года назад
Super thank's a lot Paul ! ur the best !
@sergeytor2981
@sergeytor2981 9 месяцев назад
Thanks Paul Neale
@studio3point3
@studio3point3 Год назад
The master.
@ArtKatarina
@ArtKatarina 2 года назад
Thanks a lot for your tutirial!!! Actual question is how to bake the delta mush into skin modifier after without delete skin? I is possible?
@paulneale
@paulneale 2 года назад
It is not possible as Skinning methods are static data where Delta Mush and Tension deform are dynamic. If you thought was to export the data to an engine of some kind this wouldn't work at all as the engine has to understand what Data Channel is doing. Although you could write a custom tool set for handling it in engine it would not be practical as it would be very slow.
@ArtKatarina
@ArtKatarina 2 года назад
@@paulneale Thanks a lot for the answer)
@vfxman2
@vfxman2 3 года назад
Hello, can you please tell if this technique could be useful for driving facial wrinkle maps ?, if yes, can you make a tut about that ?
@artnovikovdotru
@artnovikovdotru 6 лет назад
Thanks, but should've explained what Vertex Paint is and why 2 and 3 map channel IDs are assigned.
@paulneale
@paulneale 6 лет назад
I believe that I do mention that I sent channels 2 and three for filtering two of the axes. Vertex Paint allows you to colour vertices with a brush. The Max help file will cover it more as do many of my other tutorials. Does that help at all?
@artnovikovdotru
@artnovikovdotru 6 лет назад
You explained almost everything you used in this video. But not so much about Vertex Paint, as it seems to me. Yes you might've covered it in previous videos, but people come to this video from many other places, meaning they've not watched all of your channel videos. So would be good to cover everything anyway. Regarding Vertex Paint - I should google why you used 2 and 3 and found that Max Help says it's because lower values are used for textures. But anyway it's too vague - we can have quite a bunch of layers like normal, reflection, etc, but why do only -2, -1, 0, 1 channels are reserved?
@paulneale
@paulneale 6 лет назад
That would be a whole other video about how mesh data is stored and used in 3D. Thanks for the input, I hope that you like my videos and have learned from them.
@bibu244
@bibu244 3 года назад
Thank you for the amazing tutorial Paul! I was wondering though is this data channel modifier collapsible and how would it get exported to a game engine like unreal? Because game engines only accept the skin modifier...: (
@paulneale
@paulneale 3 года назад
It can not be collapsed for this purpose. The game would need to have the same tool for it to work in engine and that would be very expensive.
@bibu244
@bibu244 3 года назад
@@paulneale I thought so as well, I saw a plugin somewhere that transforms this data into skin data and kind of bakes it but it doesn't seem to work (the plugin). Would you happen to know of any other techniques that can correct skin deformation and scale problems? I was thinking morphs again like for the facial rig but how to do that? Do you have a video about this? Thank you from the bottom of my heart, I am really new to rigging and really bad at it ahaha your videos are really teaching me things: )
@paulneale
@paulneale 3 года назад
I have no idea what that plugin thinks it is doing when trying to convert the data to linear weights. There is no way it can work. The best way is to rig the character well.
@3dbobber
@3dbobber 3 года назад
@@paulneale Hi Paul, it creates proxy bones with rotation animation for each bone and based on that animation it solves the skin weights. From my experience sometimes it gives fine result, sometimes not, but that is how it works, you may check video here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-1BztqI-Hn14.html&ab_channel=KM-3D.COM
@kenzorman
@kenzorman 6 лет назад
Thanks
@animatekoi
@animatekoi 4 года назад
Thanks!
@thirael
@thirael 6 лет назад
thanks a lot Paul !
@AliNaserGFX
@AliNaserGFX 6 лет назад
Thanks Paul Neale
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