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View Full Version : HOW TO CONSTRAINT 3DS MAX


programmr
10-11-2008, 07:07
I cant constraint please help me

richalex2010
10-11-2008, 16:05
I assume you're talking about constraints as in Inventor. In that case, you can't constrain anything. You can, however, link objects (lock them in place relative to other objects).
See this page for an image and a bit more detail:
http://animation.about.com/od/3danimationtutorials/ss/3dsmax_less1_3.htm
If you've played Garry's Mod, it's almost exactly like the weld tool.

Also, any future 3DS Max posts should go in the 3D Animation and Competition forum.

Dragonos
09-12-2008, 09:39
ConstrAINTS ARE A BREEZE IN 3DS MAX. (lol at CAPS title)
check out this tutorial.
http://designreform.net/2008/03/31/look-at-constraint/
It is really as simple as clicking a button and using the linking tool thingy.

lomaany
30-12-2008, 02:00
In 3d max...is it good to make manga characters? And what is the max amount of muscles a person can have? Was wondering...need to animate manga character...I don’t know how to draw well. So I need a good program for manga(no drawing) and how much bicep can a creation have in 3d max??

BuddyB309
30-12-2008, 15:31
In 3d max...is it good to make manga characters? And what is the max amount of muscles a person can have? Was wondering...need to animate manga character...I don’t know how to draw well. So I need a good program for manga(no drawing) and how much bicep can a creation have in 3d max??

Thats quite a question. In reality you can make anything from an aardvark - zaxpheon princess warrior. Anything you see in 2D could be translated to 3D but making it look good in 3D is another question. (example Timmy Tunner in Jimmy Newtrons world *Shutters*)

What 3ds max wont do is make a character for you. 3Ds max is only a tool, not a "Make an animation" Button like Poser is. It seems like what you need to do is a LOT of research. These are some topics that you need to fully understand before tackling this project.

Human anatomy pay attention to muscles and there shapes and forms. This will tell you where the muscles on your manga character will be.

Polygon control This is in your modeling stage of your character. You need to pay attention to where your making your slices on your model. NEVER have a five sided polygon and avoid triangles as best as you can. All your polygons should have 4 sides and wrap around your character. There should never be a point where your edge-loops abruptly end.
You also need to know how to model for rigging. Normally its making more slices where the joints of your character is. You will also need more polys where the mouth of your character is.
This also includes poly count. You do not need a character that is 1,000,000 polygons. Ted Boardman (http://www.youtube.com/watch?v=xep37A1u7sE) is only about 2000 polygons.

Rigging This is where you get your character ready for animation. This is where you tell 3ds max where the joints on your character is and how the muscles behave.

You probably don't have time to learn all of this before the competition starts. If you don't know how to draw well, you can always find someone to design the character for you. Perhaps you could ask someone in your school's art classes.

My advice is this. If don't have any idea what your doing with 3ds max, then don't do a human character. They are VERY HARD and I've seen so many teams fail completely with a god awful human characters. Instead think outside the box. Maybe your character could be an Eyeball and a baby blob thing. (http://www.youtube.com/watch?v=cQTSrD5dRbM&feature=channel_page) I've seen teams create wonderful animations using shapes to make interesting compositions. As long as your nailing your key points and making very clear.

Animation is an art form not a power point slide show. Start thinking symbolically and you'll have the National AVA trophy. (watch out though, that think can slice up your hands. I swear they didn't remove burs)