Finally 3ds max will have an Autorig ready for production
bug fixes on v 1.0
--ROLL BONE LEFT SHOULDER --fixed
--SNIPPING IK_FK seem to jump --fixed
-- fingers count problem -- FIXED --
--loading pose need mutible clicks to load everything right -- fixed
--changes on controlles on spine, head,neck
--changes on arms ik fk .
known issue
if finger count less than 5 u still have 5 attributes for 5 fingers, but no problems linked to that.
--mirroring pose sometimes gives not acurate result on some cases -- working on that
Free rigs included here
these rigs for testing evaluating only , have fun using those too , maybe will skin a charcter with the latest rig soon and share it to all animation lovers .
any bug , notice or idea feel free to leave a comment here or mail me
doctor_3d@yahoo.com
will be recieving orders after Christmas holiday
happy animation everyone :)
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update rigs v1.1
free rig sample file download here
for 2011 and above
setup : rig depend on some files attached , read setup.txt
new in this update
-- Synoptic UI added to the rig main controller
fixed issues
--spine wasn't interacting with rotation of the hip
--Snipping between ik and fk was jumping
--in the autorig script added spine shape change button , and fix wiring.
it was personal tool for my work , then i decided to share it with the community
setup
-- random wire colors
-- delete turbosmooth and shell before putting cloth --if needed
-- create a guide of cylnders for collision on biped hands legs
cloth
-- identefy cloth meshes and collision meshes be selecting order one click and u will have them setup
--multi cloth objects on one simulation automatic olso by selection order.
after simulation
-- add turbosmooth shell shortcuts
-- checks for everything has cloth modifier and add turbosmooth automatic
--dynamic fixing simple penetrations with select one click.
caching -not point cache just vertex caching on editablemesh object-
-- vertex cache of any object to keyframes .
-- save cashed cloth on the same location
-- merge cloth when needed
this is small video showing the tool , but i made some changes on the interface only
it shows some of mcloth tool script that was inside it too , you can find the - mcloth tool- here on this blog too as separated sctipt.
This is A simple to use tool for Re-Linking missing maps & proxies
How it works
The tool will report that there is a missing or not and for fixing and number of missing maps , just choose the path , or copy & paste it , then Fix missing maps or proxies
--for missing maps it work with all render engines.
--for proxies only Vray .
--olso fix missing point cache added.
-- path to fix will be saved next time you open the script it will be there (so for simple projects whitch have all maps one or 2 paths this will be the perfect simplest tool for you )
--If u have all your maps on one location , that will be your tool to fix missing.
--its just like alot of tools out there but its little cleaner-simpler.
--update log
1.2 fix minor bugs
1.9 report button and some other features like fix missing point cache too.
Shater Lightrig Creates 2 lights aligned with the Object of interest with a simple rig , for studio lighting for Mental ray or character Lighting in some cases
History
--v1.1
-- bug fix -- Lights colors , multiplier and shadows working interactive with all Lights created by the script
2 types of lights supported
--sky portals
--area lights
--Rig setup
these numbers define the Light distance from the object of interest and its angle of rotation
--shadow quality -- colors -- mulitplier (interactive)
if you change it anytime before or after creation all lights will be modified
I was asked to make a Tutorial of mcloth script workflow
so why I wrote it you need to understand 1st mcloth original workflow the script is only -work around problem - with simple idea and you must know what your limits with original mcloth to decide whenever you use the script or the original workflow will work for you.
Prime AutoLipsync is text to animation Engine olso Audio
Animation engine , Auto/manual timing systems and new Voice Recognition
System .
Prime Automatic Lipsync is a tool to create automated lipsync in 3ds max , Prime AutoLipsync is text to animation Engine olso Audio Animation engine , Auto/manual timing systems and new Voice Recognition System
Lipsync made fast , easy and cheap and all withing 3ds max no external programs.
Sale : 50$ only
V2
Voice Recognition -voice to text is still beta .
V1
how it works:
1st make some morph targets with basic Phonemes A , E , O , L , M ,F , others if you add WQ , U as seperate Phonemes it will be better or u can assign them to O channel
2nd step : open Prime Autolipsync tool and choose your head with morpher modifier then go to setup mapping section ,click update to update channels list then link Phonemes to your morph channels as shown.
3rd step : save your preset so setup mapping step is Required once only for each head.
then go to automatic lipsync section and have fun
Prime automatic lipsync convert text to animation keys so Load your sound file , listen and write your text then gooo , and you will have your animation
Timing :
there is 4 ways to control timing
1- start time and end -- keys will be between your start and end time
2- start time and interval --it calculate by defined start time and interval value "interval time is predefined space between keys"
3- slidertime and interval -- animation will start on your current slider time and interval value
4- slidertime and Endtime -- animation will start on your current slider time and end on predefined end time "my favorite"
there is morph limit value you should have it the way you like if its value 100 it will give morph keys 100 value for all channels but its custamizable to your case .
there is some other options morphsliders for manual retouch and other self exploring features.
-- "auto phonemes" option automatic figure out phonatics "AO" "EA" "sh" etc .
when checked off every charcter you wrote will have its own key , better leave it alone :)
and can be exported easily to maya , softimage or any other 3d pacage with FBX
For MAYA , Softimage users just import your model with morph/shapes to max as FBX then use the tool then Exported back FBX with animation.
other features:
-- Mirror morph targets section "self exploring"
or checkout 1st 30sec here
Languages:
Prime Autolipsync Understand English characters (A to Z) any foreign characters , numbers who't work .
For other languages you can write any language with English characters , i think All languages has the same phonemes , just small Tiny Differences . it will work fine with Arabic ,French , Spanish , Portuguese , Chinese and others (All Written in English ) I have some Feedback it works fine with many languages this way.
Test it with your mother Tongue and Give us your feedback .
Tips:
--try to write all words connected together on pronounce as one word and use space mode to make timing faster.
--Prime Autolipsync doesn't recognize silent characters , it will put a key for them ,
so its not spelling contest, try to write your keys only .
example "what" word at "auto phonemes" mode on will be 2 keys only "O","T" .
another
example "dude" "Grape" "made" it doesnt recognize the silent "E" on the
end , so better write it "dod" or "dud" doesnt matter if you did assign
"U" to "O" same morph.
olso something like "UP" write it "ap" if u did assign "u" to "o" cause its pronounce "a", you get the idea.
--"auto
phonemes" algorism is always trying to reduce keys by binding similar keys , if you didn't want that there is
another way to work is to write your own keys , and turn "auto
phonemes" mode off, that way all what you write is what you get every
character will have a key, in this mode if you write "ah" , u will get 2
keys , so write it "a" and so on .
-- if you know what your doing just disable auto phonemes and write your keys directly , it should be the best way to for anyone any langue .
whats new?( History ) :
--v1.1
--new Mirror morph targets
--space = gap mode
when you write spaces on the text it will give you gap between keys , more spaces more gap some people feedback its annoying
so if you turn it off it will ignore any spaces and no gaps between keys .
--v1.11
--bug fix Timing little messed up when you disable "space = gap"
--v1.12
-- annoying slider time isn't moving when creating keyframes anymore.. its faster now.
--bug fix -- when creating keyframes on "slidertime and Endtime" its reversed if your end time lower than your slider time , fixed .
-- extended demo version you can make more keys ,more Text input now..to have more fun.
V1.13
--Bug "Incompatible types: 0.0, and undefined " Fixed
Thanx to your feedback
--V1.14
fix "h" charcter now gives "a"
-- v1.15
fix the error on counting morph channels setup section when there is empty channels .
--v1.16
Fix spaceing Gap mode , works better now.
--v1.17
save last important options on close and open on last save.
--v1.19
Slider channels only showing your choosen lipsync morph list.
--v1.21
Saving presets as dropdown list to switch faster , to save new preset write your preset name and it will be faster as a list contains all your charcters options, to delete a preset select it and right click the list
still old way save-load settings as file availble.
-V2.0b Prime AutoLipsync is not only a text to animation Engine anymore ,its now Audio Animation engine too , Auto timing system.
-v2.01 update usefull to quick setup already rigged/wired charcter heads
Prime lipsync only deals with "Bezier float" morph channel controllers , when some users try it with wired characers already have some sliders by (reaction manger-wire paramters) it doesn't work or give errors.
I made simple fix 2 ways it should pop up when you press animate button
1st question will ask you if you do wanna extract these targets if you press yes it will extract all the mapped targets for you , you need to add them to morpher modifier manually then re-map everything on the script from the setup panel.
if you press no 2nd method will pop up it will ask you if you want to just convert the channels .
Warning -- this will unwire your rig sliders for sure.
if you want to have both your custom rig slides and the script running , you should do it the 1st way and you only need to do this once .
v2 Updates:
--Voice recognition Engine-- tested on english only not sure about other langue.
--Auto timing new system. -beta phase- need testing and feedback about it.
How to use:
just do the morpher setup as usual , choose a wav sound then run Auto recognition
audio will be processed , Text will appear , new Auto Timing system will try to make the animation fit with the audio as possible.
My tests has some good results and others not so good , will need some adjastments.
maybe u will have to use the old system in fixing animation at some frames as fit.
This's Voice engyne is still in beta phase , your feedbacks is important.
V2 Requirements: prime Autolipsync v2.0 uses Windows Voice recognition System which is integrated to win 8/7 for sure not sure about older xp system.
Tested on Win8 , I guess it will work on Win 7 with no problem
--Tested on Max 2014 -- max 9 and above should work with no problem.
demo version
Limitations: all features availble on demo version but you are limited to certain number of keys , text words for testing & evaluation - non commercial use only .
report any bug here please for full version it cost only 50$ insted of 70$ per license ,
if you upgraded the machine (after 1 year of buying the script) and you like lipsync tool to run with the new machine .. license Renewal every yearly for free, just mail me.
paypal: to doctor_3d@yahoo.com
as soon as I get your money and request in mail I'll send your Full version . (12-48 hours)
the tool is Node-locked licensed - meaning it will be locked on one specific machine
due
to that i need to create licenses manually - after persuade run
the "request license scipt" that you downloaded , it will generate a request file ,
you mail me that file and your licensed full version will be on your
mail asap.
For License
Generation Process please run this script and enter your info , it will
generate a RequestFile for you send the file to me . Download Request licenseFile Generator Script
and I'll send "Prime lipsync tool" latest version fully activated as soon as I get your request.
-create full human Rig automatic from flexible Guide Left side symmetry and Fingers count control with unique Character name
-ik leg flexible controller
-full fk ik arm
- simple roll bones system (skin twist bones)
- clean layering system for rig bones helpers controllers
workflow for cloth
-- quick setup one cloth object and multi-collision objects
--setup multi-cloth and multi-collision
-- setup biped keys on Tpose before animation
--create collision guide on biped arms legs -when needed -
-- presets for point groups - showed in another post I think -
mcloth
-- create collision objects capture object deformation for better simulation than ragdoll.collision.
after sim
-- fix penetrations dynamic by pushing whatever intersecting verts
-- add turbosmooth shell as needed or automatic on all cloth objects .
--
finally cache vertex animation for mcloth or cloth and send mcloth
cached to lower version of max without problems and not depending on
other external point cache files.
I spent some time lately working on cloth simulation so i came out with new workflow for mcloth .. its fast 2 min time sim for good quality it can give more and to get this result with ordinary cloth it can take 10 min i think or more
Mcloth with characters is so limited you can always use ragdoll but its limited to some situations and will never work in all cases
Tutorial (English)
workflow
--for new verion follow this workflow plz
-- delete all shell or trubosmooth/meshsmooth modifier on your selected base collision object
--apply ProOptimize modifier and try make it lowst setting as u can to have maybe 20-50 vertex count maybe lower if u can and u can increase collision spheres size to cover the areas.
--now save the file and try the Fast beta button , if error or crushing skip it and try the other way it will take more time calculating -follow the youtube tutorial for this workflow-
Whats new to V.1.0
its 100 times faster than old method or more if your animation range longer
possible bug maybe : new create collision method , it makes issues with memory sometimes , it happen with me once but it work fine most of the time so Give it some tests and feedback
old collision creation method is still availble.
special thanx to Alaa mokhtar