How To Bend In 3ds Max

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  1. In 3dsmax you can add a modifier called “bend” to an object so you can bend it a custom angles. Now what's the best way to do this in blend?
  2. May 20, 2012 - using the bend tool to create curved buildings in 3ds max but I guess this will be able to be done in other 3d programs. Its more of showing the.
  1. How To Bend Box In 3ds Max
  2. How To Bend A Rectangle In 3ds Max
  3. How To Bend An Object In 3ds Max

Autodesk 3ds Max, formerly 3D Studio and 3D Studio Max, is a professional 3D computer. The 3D curve (called the Base Curve) can be either a circle or a torus knot. It can be converted from a torus knot object to a NURBS surface.

This tutorial shows how to rig a bow in 3DS Max. I wrote it after having figured out how to rig a longbow that I modeled. Bows are not as straightforward to rigas, say, a creature model because the rig has to cause the wooden parts of thebow to bend when the bowstring is pulled. The string may stretch for a tiny bit,but once it has reached its full stretch, it should maintain its length thewhole time.

When the string is released, the bow should snap back into place, andthe string should slowly vibrate to a stop without causing the bow to bend. Click on the center of the bow’s handle to begincreating bones. Keep clicking along the upper half of the bow to create a chainof bones, making sure that the joints are more or less along an edge loop ofthe bow. Don’t worry about precise placement at this point because we can editthe bones later. When we finally click the point where the bowstring pulls thebow, end the chain by right-clicking anywhere on the screen.

This will createan extra nub bone, which we will use eventually. Rotate the nub bone so that itis perpendicular to the bowstring with the bone’s tip facing away from the bow. Having made the bones that control the woodenpart of the bow, we will now create a bone to control the bowstring. Zoom in toget a good view of the center of the bowstring with the mouse wheel.

How To Bend Box In 3ds Max

In theBone Tools dialog box, click the Create Bones button then click on the centerof the bowstring to start creating a new bone. Click on a point away from thebow and its string to make a bone that is aligned like a nocked arrow. Right-clickto end bone creation.

An extra nub bone will be created as well, but we maydelete it since it won’t be needed. Re-position and rotate the bone asnecessary so that it is aligned perpendicularly to the bowstring and so that itsjoint is precisely at the center of the string. We will now create what is supposed to be theroot bone of the bow’s skeleton. Again, press the Create Bones button in theBone Tools dialog box, but this time, click close to the center of the handleto begin creating a new bone at that point. Don’t click too close to the centerto keep from attaching the new bone to any other bone nearby. As with the lastbone that we created, make the new bone perpendicular to the handle of the bowthen right-click to end bone creation.

Delete the extra nub bone that iscreated, and use the Select and Move tool to position the joint of the new boneprecisely in the center of the bow’s handle. Optional but recommended step: Select each bonein turn and rename it to something meaningful. For example, I chose to renamethe bones that control the upper half of the bow to “bonebowupper xx,” where xx is a two-digit sequential number. In a similar fashion, thebones on the lower half of the bow are named “bonebowlower xx.” The bone that controls thebowstring is named “bonebowstring,” and the root bone is named “bonebowroot.”. At this point, we actually have four separateskeletons for the bow.

This is evident when we look at the schematic hierarchyof the objects we’ve made. Click the Schematic View button on the toolbar. Thiswill open a new window named Schematic View 1.

Using the Select and Rotate tool, click eachbone in turn and rotate it to test the rig. Press Ctrl+Z to undo the rotationeach time and restore the bones to their original state. If there are errors inhow the mesh deforms when a bone is rotated, that means the vertex weights forthe associated bones will have to be adjusted.In the skin modifier of the mesh, click the Edit Envelopes button, which willallow us to adjust the vertex weights of any bone as necessary. In the list ofbones that also appear under the Skin modifier, select the bone whoseassociated vertex weights you want to adjust.There are a number of ways to adjust vertex weights for any given bone, but forthis model, I will only use two methods. The first method is to use the WeightTool. For this, we will need to be able to select vertices by ticking thecheckbox labeled “Vertices” in the Select group box of the Skin modifier.

For this task, it may help to switch from Wireframe view to Shaded + Edged Facesview. Pressing F3 toggles between both views, and pressing F4 toggles edgedfaces.

How To Bend A Rectangle In 3ds Max

In the list of bones, select thebone that we want to adjust vertex weights for. With the Select and Move tool, select the vertices whose weights we wantto adjust. Now click the button for the Weight Tool, whose icon looks like a wrench.In the Weight Tool dialog box, make sure that the bone that we are adjustingvertex weights for is highlighted. Wecan input any number between 0 and 1 in the box beside the Set Weight button.This number represents how much influence the highlighted bone will have overthe selected vertices when we click the Set Weight button.

For a given bone,vertices with a weight of 1 or close to 1 will appear red. Those with a weightof approximately 0.75 will appear orange. Vertices with a weight of 0.5 will beyellow, and this color will appear progressively paler as the vertex weightapproaches 0.1.

Vertices with a weight of less than 0.1 will be blue. There are other buttons in the Weight Tool dialog box that can affect vertexweights, but I will let you figure out what those do. The second method that we will use to set vertexweights is to “paint” them. This is particularly useful for fine-tuning vertexweights that were set using the Weight Tool.Scroll down the Skin modifier until we see the Paint Weights button, which isinside a group box labeled “Weight Properties.” Beside it is a button marked“” It is this button that we will press first to open the Painter Optionsdialog box to set up vertex weight painting.

We now close the Schematic View window. Linking the IK chains to the root bonewould have caused them to change position.

With the Select and Move tool, clickon each IK chain in turn and move them so that they are back to their originalpositions. We’re going to use so thatwhenever we pull the bone of the bowstring horizontally, the bow will bend.Wire parameters can be confusing to work with because all their positions arein reference to the parent coordinatesystem of the objects that are affecting each other, but the coordinates givenin the table above are in reference to the worldcoordinate system.

The bowstring bone and the two IK chains are directlyparented to the bow’s root bone, so their parent coordinates are all inrelation to the coordinates of the root bone. Below is a table showing theparent coordinates of these three objects.Parent Coordinates. 0.002I don’t want to launch into an explanation on. Suffice it to say that because of the way the bowstring boneand IK chains are oriented, making the bone and chains move horizontally meansmoving them along their parent X axis, and moving them vertically means movingthem along their parent Y axis. In the case of my model, the parent X axis ofthese objects correspond to the world Y axis, and the parent Y axis to theworld Z axis. No?Let’s forge ahead anyway.Select the bowstring bone and right-click it to bring up a context-sensitivemenu. Click Wire Parameters Transform Position X Position.

How To Bend An Object In 3ds Max

We want to make the bowstring bone control IK Chain001 by making the IK chain’sX-position change whenever the bowstring bone’s X-position changes. To indicatethat it is the bowstring bone controlling the IK chain and not the other wayaround, we click the button with the right-facing arrow in the dialog box.Next, we enter a formula for the IK chain’s X-position.

As shown in the picturebelow, the formula for my model isXPosition.0.4 - 9.918What the above formula means is that the IK chain moves horizontally at afraction of the speed that the bowstring moves along its parent X axis. Thefraction, 0.4, was chosen through trial and error to get the bow to bendrealistically when its string is pulled. The closer the fraction is to 0, themore resistant the bow becomes to bending. The closer the fraction is to 1, themore pliable the bow is. The value 9.918 is there to ensure that when thebowstring bone’s world Y-position is at 18.41 (its original position as shownin the above table), the world Y-position of IK Chain001 will be at 17.282 (theoriginal position of the IK chain).

I derived the value 9.918 by first enteringthe following formula as the expression for IK Chain001’s parent XPosition:XPosition.0.4I then clicked the Connect button and took note of the new world Y-position of IKChain001, which was 7.364 for my model. I subtracted this new value from17.282, the original world Y-position of the IK chain, to derive 9.918. I thenedited my formula to subtract 9.918 then clicked the Update button in thedialog box. Upon inputting the above formula as the expression for IK Chain001’s parent YPosition,we click the Update button to apply it, after which we may close the ParameterWiring dialog box.At this point, I should mention that the exact formulas given here and in theprevious step will not necessarily work with other bow models unless the X, Y,and Z positions of the bowstring bone and the two IK chains are the same as theones shown in the table in step 19.

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I took pains to explain the derivation ofthese formulas so that readers will understand how to adapt them for theirmodels. Verify that the wire parameter works properly byusing the Select and Move tool to move the bowstring bow horizontally like anarrow being strung. If the formulas we entered are correct, the upper half ofthe bow should bend the way a real bow should. Afterward, press Ctrl+Z torestore the bone to its original position.

Just as we did with the upper half of the bow,we will set up some wire parameters for the lower half. Repeat step 20 above,but instead of clicking on the IK chain on top, click on IK Chain002. Becauseboth IK chains have the same parent X-position, w set up the parent X-positionof IK Chain002 exactly as we did with the other IK chain, using the sameformula as before.The IK chains do not have the same parent Y-position, however. Also, whereasthe upper IK chain should go down whenever we stretch the bowstring bonehorizontally, the lower chain should go up. Initially, we set the expression ofIK Chain002’s parent Y-position as follows:sqrt(4775.944 - (0.6.XPosition + 9.918)^2) - 80We then take note of the new world Z-position of IK Chain002 and subtract itfrom the IK chain’s original world Z-position to derive a constant that shouldbe subtracted from the earlier formula. In the case of my model, the new world Z-positionwas 90.901. Subtracting this value from the original world Z-position of 10.913gives us -79.988, which we subtract from the above formula to derive thefollowing:sqrt(4775.944 - (0.6.XPosition + 9.918)^2) - 80 + 79.988Simplifying the formula gives us its final form:sqrt(4775.944 - (0.6.XPosition + 9.918)^2) - 0.012.

We’re not quite done with the bow yet. If wewere to push the bowstring bone a little toward the bow, we will see that thebow also moves. Likewise, pulling the bow a tiny distance away will also causethe bow to move. We want the bowstring to vibrate when it is released, but wedon’t want the wood of the bow to move with it. We will need to edit our wireparameters to accomplish this.First, we have to decide how far the bowstring should be allowed to stretchbefore it moves the wood with it. For my model, I decided to apply a toleranceof 4 centimeters.Next, we select the bowstring bone then right-click it to bring up thecontext-sensitive menu. We click Wire Parameters Transform Position X Position, after which we click IK Chain001 at the top of the bowthen click Transform IK Goal Position X Position.

This willbring up the Parameter Wiring dialog box.We will edit the expression for IK Chain001’s X-position so that the IK chainwill move horizontally only if the bowstring bone’s position exceeds our chosentolerance. Otherwise, it will stay at its original parent position of -17.282. Theexpression that we entered previously should thus be replaced with thefollowing:if XPosition. In my model, the parent X coordinates of the bowstring bone andthe IK chains run opposite to the world Y coordinates, which explains my use ofnegation (-) in the first line of the above expression.

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Next, click on the words “Y Position: FloatWire” in the box under IK Chain001. We will now edit the expression so that thebow will not bend up or down unless the bowstring bone goes beyond itstolerance limit. For my model, I edited the expression to read as follows:if XPosition.

Click the Show All Tracks button beside thelabel “IK Chain001” in the Parameter Wiring dialog box. The label “IK Chain001”will change to “World,” and we should now be able to see within this box all theobjects that we can wire the bowstring bone to. Scroll around the box until we see “IKChain002,” which should be labeled in red. Click the “+” sign beside it toexpand its contents then click the “+” signs of “Transform: IKChainControl,” “IKGoal: Position/Rotation/Scale,” and “Position: Position XYZ.” Now click “XPosition: Float Wire,” which is also written in red. Edit the text in the boxlabeled “Expression for XPosition” so that it will be the same as what wewrote in step 25. I struggled with the math as well. But to get through it, I wrote it all down, broke it down by group (x1, x2, y1, y2, etc.) and got it to a point where it didn't butcher the arm on the bow.Now, my problem is that it still doesn't bend down to the Arrow Notching point.

It only slides across the X-Axis. Additionally, the bones of each arm straighten out into a long pole, rather than flexing like its supposed to. I'm not sure why this is.Besides my problem, this is a great tutorial! It got me far closer to what I sought than any other tutorial! The vibration in the bow string was a great touch, too! Adds more realism, and very much appreciated. I'm glad you're finding this tutorial useful to some extent, although I admit that the math can be daunting.Regarding your problem with the bones of each arm straightening into a long pole instead of flexing gently, please check the formula used in the latter part of step 20 of my tutorial.

Note that the formula I used wasXPosition.0.4 - 9.918In my example, the XPosition multiplier that I used was 0.4. For your model, your multiplier may be too high.

You may want to experiment with lower values until you find one that will make your model flex properly. Hope this helps.