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CAT Puppet

14 REPLIES 14
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Message 1 of 15
kavi1
1471 Views, 14 Replies

CAT Puppet

Hi Everyone,

I am new to Autodesk 3DS Max and I am having trouble with
modeling and rigging a CAT human
character that moves based on the external forces of a
device.I have a tube around the Upper Arm, Forearm, Thigh,
and Calf of the CAT limbs to animate like a puppet on
strings.

I used the Position Constraint using an Adjustment Layer
by adding position target with the tube 1 object on the
Upper Arm and it works.

Likewise, I used the Position Constraint using an
Adjustment Layer by adding position target with the tube 2
object on the Forearm and it works.

The problem that I have is that Forearm and Upper Arm
become separated when I reposition the tube 2.

Could you please let me know how I can prevent the
separation of the Upper Arm and Forearm individually when
I move the two different tubes? It shouldn't separate the
limb parts but just have more refinement in range of
movement.

I sincerely appreciate your thoughts and advice. Thank
you!

14 REPLIES 14
Message 2 of 15
tyree_10
in reply to: kavi1

try a link constraint instead of position constraint

Message 3 of 15
kavi1
in reply to: kavi1

Thank you so much for the message.

 

When I tried the link constraint, the limb pops off and there is offset. 

 

how can the offset be removed to keep with the original position in the CAT?

 

Please see attached for reference.

 

I really appreciate your assistance.

Message 4 of 15
tyree_10
in reply to: kavi1

duplicate the arm before using link constraint. then use the align command to get the the arm back into position using the duplicate

Message 5 of 15
kavi1
in reply to: kavi1

Thank you but still not working.

 

When I align it, the hierarchy of IK is corrupted on the other parts of the limb. 

 

I have tried everything.

 

I cannot understand why it relocates to an unknown position. 

 

Could you please let me know if there is another work around?

 

Please see attached the file. 

 

I really appreciate your support.

Message 6 of 15
tyree_10
in reply to: kavi1

I havent looked at the file you posted, but the problem may be the pivot of the cylinder or tube. duplicate the bone for the upper and lower arm and convert each to a seperate mesh or poly object. you shouldnt have any problems after that

Message 7 of 15
kavi1
in reply to: kavi1

Thank you for your message.

 

As per your suggestion, I followed the steps but still the same problem.

 

When I tried to relocate the pivot point, the copy of the arm that is modified as an editable poly detaches to a new location.

 

I tried to align it to the rib cage of the CAT but arm never comes close to the body. Please see the image attached.

 

Could you please let me know how I can make the next approach?

 

Message 8 of 15
tyree_10
in reply to: kavi1

here is a video showing it. what your doing is basic, should not have been as difficult as it has been. I used the regular link on the menu bar

 

http://bleed.6te.net/followrig.html

Message 9 of 15
kavi1
in reply to: tyree_10

Thank you for the video demostration. It was very helpful.

 

Actually, I am trying to have mesher control the movement of the arm parts.For example, the dark red mesher Mesher001 should be the parent of HumanRUpperarm. Likewise, the light red mesher Mesher002 should be the parent of HumanRForearm.

 

When I link it respectively, I received the error message "Cannot link: would create dependency."

 

Please see attached the image for your reference.

 

I feel that we are very close to find the solution but there is still a small problem.

 

I really hope you came help me overcome this problem. I am really grateful for your time and support.

 

Thank you!

Message 10 of 15
tyree_10
in reply to: kavi1

your thinking about it backwards the rig should control the mesher. and mesher has to be converted to edit poly. you could control the rotation of the rig arms with an object but the position is tied into the rig system. if you want control of the position also you will need to create your own rig without a collarbone

Message 11 of 15
kavi1
in reply to: tyree_10

There is a need for the mesher to control the rig because the simulation should represent a puppet that moves based on the external forces of strings placed around the upper arm, forearm, thigh, and calf of the puppet.

 

Could you please provide a small video demostration of how I can perform this reverse control between the mesher and rig?

 

Is there a way for a limb part to have multiple parents?

Message 12 of 15
tyree_10
in reply to: kavi1

once you convert the mesher to edit poly it becomes an independent object. you can use orientation constraint on the catrig arm to have it follow the mesher. align mesher to the rig arm before using orientation constraint

Message 13 of 15
kavi1
in reply to: tyree_10

Thank you for message. 

 

Following your suggestions, I also created a link constraint between the mesher for the upper arm and forearm.

 

It almost is working.

 

When I use the meshers as rotational positioners, could you please let me know how I can retarget the movement of the upper arm to also rotate the shoulder/collarbone?

 

If retargeting of collarbone also works, I believe you have found the solution.

 

I sincerely appreciate your support.

Message 14 of 15
tyree_10
in reply to: kavi1

the collarbone is a parent of the upperarm bone in rigs.  you would have to reverse it. your better off creating a rig where the upperarm and shoulder bone share the same group of bones. in most rigs there seperate hinge like bones essentially two sticks connected together 

Message 15 of 15
kavi1
in reply to: tyree_10

Thank you! I tried!

 

Yet, another problem arises..

 

 

Even after I align the tube to the pivot of the upper arm and add that tube as a orientation constraint to the upper arm, the tube and the upper arm become separated after reaching a certain limit of rotation.

 

I would like the tube to be always around the upper arm at all rotational values without showing an offset. I even tried keeping the initial offset but it still failed to produce the desired animation.

 

Please see attached images for your reference.

 

Could you please let me know how I can solve this with your suggestions?

 

Thank you

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