3ds Max / How do I get the Soldier into a T-stand?

Hi all!

I’ve got a quick question. As a scripter, I find the scripting interface etc within Unity very transparent and easy to understand. As a n00b in 3d, I’ve got the opposite with 3ds max ;)…

I’m trying to make a ragdoll out of the Soldier in the Unity Bootcamp Demo. I got to get him into a T-stand, and also make the 2 bones in his forearm 1, so that I can use the ragdoll wizzard.

How do I go about these two things in 3ds max? When I try to move any joints, I just seem to stretch them out, other then rotate the whole thing around his joint… And, how do I get to fiddle around with the bone structure?

Help would be Much appreciated!!

Thanks in advance,

Thomas

not sure what you mean (a screenshot would help) but are you talking about taking a non-max native model and importing it into max to adjust the rigging?

It’s the Soldier.FBX from the BootCamp Demo that came with Unity 3

First, when imported, it looks like this:

Now, I need to get him into a T stand. So let’s say I select the Right forearm 2, and then the “move” tool, I end up with this:

It stretches it out. I asume from your post that the charachter’s position is called rigging? How do I adjust this, without the streching…?

Also, when trying to import this model in the Ragdoll Wizzard in Unity, the wizzard asks for 1 forearm. The forearms of the model are divided into two sections: RarmForearm1 RarmForearm2. How do I make these two parts into one?

looks like the skinning information didn’t come through properly. :confused:

i’d be willing to bet that the envelopes that control the skinning weights didn’t come through so it’s reverting to default envelopes based on the skeleton/rig.

to solve it… well, if you can find the skinning/envelope information and import that you might be able to get it to work but to redo it from scratch is a task unto itself.

one thing you can check, however… is to scroll the timeline to frame -1 to see if the native T-pose was stored before frame 0 (it’s what i do, just in case i have to reset any animations to default or finagle with the weights.)

Ahh ok, I’ve looked, but there are only Materials available, and some other FBX animations…

I needed the model for testing purposes. I gues I’ll download some other model for testing. Should I look for a .3ds or a .obj model? Do these include the skinning information, so I can put it in different stances?

Thanks for awnsering so quickly btw!

actually, it’s more likely that you’ll need a .max file.

Ok, thanks!

ThomasQ,

  • Separate the soldier mesh, bones and the gun into different layers. (Layers Manager)

  • Select the solder mesh > Modify Panel > Skin > Advanced Parameter … and save Skin.

  • Now, De-Select (Always Deform)

  • Open Layers Manager and Hide Everything… Except the Bones!

  • Put the Bones in the (T) stance. > Unhide Skin and Select the Soldier > Select (ALWAYS DEFORM)

DONE!

Kind Regards,
sw00000p

ThomasQ,

To Retail The T Stance:

* Rename you scene i.e. soldier_tpose.* Select ALL of the Bones > Right Click > Select (Set As Skin Pose)

Move the bones around. To get back to Tpose… Select all of the bones > Right Click > Select (Assume Skin Pose)

Hope This Helps,
sw00000p

Sorry for the late response, but Thanks man!!!

I think it won’t work, because IKs for rigging in max don’t import on FBX, it just bake the animations on it so you should make your own model in max and rig it make some animations for it then import it to that boot camp demo…

BootCamp Solder in T-pose fbx file (bones only), if needed. Edited in Autodesk Motion Builder.
https://www.dropbox.com/s/3s2qg0knlbhb6tv/solder_t_pose.fbx

Good Luck;)