View Full Version : Jawbone setup in Max...
DMR3D
03-07-2003, 11:05 PM
This may have already been addressed previously... but I would like some opinions on the best way to setup a jawbone in Max (preferrably in use with Biped) so that I can animate my future character speaking...
Thanks all
:xyz:
DMR3D
03-07-2003, 11:09 PM
woops... I guess this should go in the other forum. Sorry:roll:
:xyz:
I moved this post to the software help forum.
In answer to your question, there are several methods you can use.
1. morph targets for phenomes and facial expression
2. facial bone rig
3. a combination of both morph targets and facial bones. For example a single bone for the jaw.
It really depends on the character and the kind of animation you're trying to achieve.
DMR3D
06-07-2003, 04:06 AM
thank you for replying Jen... it seems hard to get responses around here. And thank you for moving the post as well.
Drew:xyz:
DMR3D
06-07-2003, 04:07 AM
as far as the single bone for jawbone method goes... does anyone know of any tutorials for this method? Thanks in advance...
:xyz:
Basically, it's pretty easy. All you need to do is set up 2 bones (boxes would work as well). Bone 1 would extend from the top of the head to the pivot point of the jaw in other words where ever the jaw will hinge on your character. Bone 2 would start at the hinge point and extend a little past the chin. Bone 2 will control the rotation of the jaw. Then it's just a matter of applying physique or skin and assigning the proper verts to bone 2.
I can't think off hand of a tutorial on the web that shows this technique. You can find it in the Professional Animation Max 3.1 book. You can probably pick it up pretty cheaply these days. It might be a littlle dated but there are excellent tutorials in it.
DMR3D
06-07-2003, 06:51 PM
thanks again Jenn ;)
Drew :xyz:
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