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Uniform bending using Skin

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Message 1 of 2
aaronkim9123
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Uniform bending using Skin

aaronkim9123
Explorer
Explorer

Hi all,

 

I'm currently trying to bend an object with the skin modifier, as the rendering pipeline I will be exporting to only supports skinned meshes for deformation. FFD and animating the Bend modifier is not an option here unfortunately (it would be immensely easy if it was). 

 

However, I'm having trouble with this particular object. is not a completely 100% flat object as it bends somewhat around the leading edge of the wing, so the edge distribution cannot be completely uniform. But when using bones and the skin modifier, it bends in very nasty ways that don't look super good compared to just using the regular Bend modifier. It either doesn't bend uniformly or it pinches vertices in ways that look undesirable.

 

Below I've attached a picture of the object in question. The object is colored blue.

 

Frame 100 - fully extended (bent using the bend modifier, but as I said before I cannot use this as exporting this will result in loss of this animation)

aaronkim9123_0-1723530931223.png

 

Frame 0 - Fully retraced (lying flat with the bottom surface of the wing)

aaronkim9123_1-1723530972319.png

The component is being swung out by a dummy, so the rotational animation here is not the problem. The problem is the bending animation. Any suggestions on how to create a uniform bend across the length of the object, using bones and skins with similar results to the Bend modifier? (Morphs/Skin morphs are not options either).

 

Thanks 

0 Likes

Uniform bending using Skin

Hi all,

 

I'm currently trying to bend an object with the skin modifier, as the rendering pipeline I will be exporting to only supports skinned meshes for deformation. FFD and animating the Bend modifier is not an option here unfortunately (it would be immensely easy if it was). 

 

However, I'm having trouble with this particular object. is not a completely 100% flat object as it bends somewhat around the leading edge of the wing, so the edge distribution cannot be completely uniform. But when using bones and the skin modifier, it bends in very nasty ways that don't look super good compared to just using the regular Bend modifier. It either doesn't bend uniformly or it pinches vertices in ways that look undesirable.

 

Below I've attached a picture of the object in question. The object is colored blue.

 

Frame 100 - fully extended (bent using the bend modifier, but as I said before I cannot use this as exporting this will result in loss of this animation)

aaronkim9123_0-1723530931223.png

 

Frame 0 - Fully retraced (lying flat with the bottom surface of the wing)

aaronkim9123_1-1723530972319.png

The component is being swung out by a dummy, so the rotational animation here is not the problem. The problem is the bending animation. Any suggestions on how to create a uniform bend across the length of the object, using bones and skins with similar results to the Bend modifier? (Morphs/Skin morphs are not options either).

 

Thanks 

1 REPLY 1
Message 2 of 2
aaronkim9123
in reply to: aaronkim9123

aaronkim9123
Explorer
Explorer

Hi all. This has been resolved. I just used many bones and applied no weight solvers for it to be uniform.

aaronkim9123_0-1723532721025.png

 

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Hi all. This has been resolved. I just used many bones and applied no weight solvers for it to be uniform.

aaronkim9123_0-1723532721025.png

 

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