View Full Version : foot rigging with turorial problem.
hello, me again.. :-P
first question is when i add an attribute through "add custom attribute", where can i see those new attributes? (yea i'm a max-stupid still...)
I'm doing the max 5 tutorials, i have problems again.
In the "character rigging" section, in the "rigging the legs and feet" chapter.
In the "Wire attributes to helper rotation" paragraph.
2- Select footLCTRL.
3- Right-click it and choose Wire Parameters from the Transform (lower-right) quadrant of the quad menu.
4- On the pop-up menu, choose Modified Object > Attribute Holder > Custom_Attributes > Roll.
5- A rubber band stretches from the target object. Click heelRotateLHELP. On the new pop-up,and choose Transform > Rotation > X Rotation.
The Parameter Wiring Dialog appears.
WHEN I DO 3-, i don't get 4!??? .. the popup menu i have only contains "tranform" and "object (editable spline)"
SO i was wondering if i did the "add custom attribute" right, i did it again, but still the same.
or is it cus of the way i did the footctrl NGON ?
scaled the curves down for each vertex, then moved each vertices one by one (couldn't scale the whole thing down at once)
I used the tutorial file that has a final rig, it works fine.. why don't it work with mine? :-(
Don't feel bad a lot of people get stuck on that part of the tutorial.
First in regards to the custom attribute. You can add the custom attribute 2 ways.
1. select the object you want to add the custom attribute to. Animation>Add Custom Attribute. If you choose this method the the custom attribute will be added to the base of the object. For example, a spline object, the custom attribute will be found under it's normal parameters like radius, sides ect.
2. the second method is applying the custom attribute holder. Which can be found in the modifer drop down window. Note: you might have to install the script for this. Let me know if you need to install it. If you choose this method then the custom attribute holder acts like a modifier and you can locate it at the top of the modifier stack.
The reason you can't find the custom attribute when you do step 3 (wiring) is either because you added it like I described in step 1. In that case you will find it under "object" spline. Or because you haven't applied the custom attribute at all.
That's what it looks like, that i didn't apply the custom attribute at all.. :-(
What I did is a mix of the 2 ways you just mentioned, that's how they tell us to to in the tutorials.
1 Select footLCTRL.
2 If you have installed the Attribute Holder modifier, add it to the control.
Note: This modifier is a simple scripted plug-in modifier that ships with 3ds max, and is in the scripts directory. It makes an empty placeholder modifier on the stack where you can add attribute controls.
Note: To install the modifer, simply copy Modifier-Attribute Holder.ms from the Scripts\PluginScripts directory to StdPlugs\Stdscripts and restart the program.
3 From the Animation menu, choose Add Custom Attribute.
The Add Parameter dialog is displayed.
4 In the Add Parameter dialog > Attribute Style rollout > UI Type group, change Name to Roll.
5 In the Float UI Options rollout > Range group, set From to –100.0 and To to 100.0. You’ll use the negative side to make the foot rotate back on the heel, and the positive side to make it rotate forward ball to toe.
6 In the Finish rollout, choose Object’s Current Modifier from the drop-down list, and click Add.
I did copy the Modifier-Attribute Holder.ms file to the right directory.
When i click "ADD" nothing happens..
I don't know where to check if the "roll" was created or not..
1. Select the lfootcontrol.
2. go to the modify tab, modifier list drop down menu
3. you should see the 'attribute holder'. click on it. it will add it to your modifier stack.
4.Then from the main menu go to Animation>Add custom attribute
5. From here, follow the rest of the instructions in the tut.
Ah the joys of this tut... I've followed it a few times and I'm still finding the occassional bug. Don't get me wrong Mr Comet has done a great job, it can't be easy writing a tut on such a complicated process. It got me up to speed with MAX 5 bones, wire parameters and the odd float script really quickly.
When you're adding the Custom Attributes make sure you select the current modifier in the drop down list.
Oh just a quick pointer in case you've not heard... When you first build the bones you're asked to delete the Wrist bone in the 4 bone set-up of the arm (Clav, Upper, Lower & Wrist) DON'T! You will be creating an IK chain later that requires this wrist bone.
Good luck and if you're stuck anywhere else just pm me and I'll help you out! ;)
o, i did delete that last bone, isn't the one with the IK that'd allow the hand to be seperated from the arm? .. i mean, like, if you want to do a hand stand, that's the other IK you'll need right? that's how I did it with Maya, but i just followed the tut in max.
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