I watched this lesson years ago, but I didn’t realize how important the topic was until I needed to create a detailed animation. It has been incredibly helpful for me now, and I can’t thank you enough for it.♥
OMG you are so nice!!! I’m one of the animators who hoped your video for facial rigging in 3ds max !!!!Thank you so much for making this!!!!SIGNIFICANT😭👍
I have just found out that if you use Unreal Engine 5 you can export the use of the Morph modifier via an FBX file and importing it in UE5 using the Morph Target pipeline feature.
Is there a way to do a facial rig without a bunch of copies of the expressions? I'm working on a character whose face is in the middle of the body and I'm a bit scared that the morph might conflict with the movements of the body
Did the video help? Many of you asked for a facial rigging video in CAT. There aren't almost any information on this anywhere around the internet. Btw, you can combine this style of facial rig together with classic bone rig for the face. Just fyi :)
This is amazing info, Thank you! Can you explain why you connect the wire parameters from the exposetm helper and not the bone itself? Also this method shows the morph keys only when selecting the bones and not when using the morpher modifier - is there a way that keys will be shown on both? Thanks
hi just want to clarify will this animation be able to import into ue4? do you have a tutorial on how to rig the eye with cat bone? Because ue4 only can bring in mesh that is skinned to bones for animation
5 ปีที่แล้ว +2
No, the rigging of face this way will not be compatible with game engines. However, for eyes, you can just make 1 bone for each and skin those.
I am a little bit confused, Do I Have to separate the Head from the rest of the body ???? Because I've created a character (by myself) in 3D Studio Max and... ...he is not wearing any shirt. The mesh starts from the top of the head to the jean belt without any separation Also, my character is fully RIGed (bones, skin, helpers, IK chains, and controllers) But the face can't moove yet. Is there any other way to do it without voiding all my work ? Or maybe can I do it even with a Head-Torso-Arms mesh ?? Thank you for this rare video content !
5 ปีที่แล้ว +1
No you don't have to separate the head, but when dealing with morphs it's usually the case, because every single morph target would have to be a copy of your whole body instead of just the head mesh. But anyway, what I think you need to look at first is - what is a Morpher modifier, how it works, how to create morph targets for your mesh and generally how to work with a Morpher. It's not explained in this video at all, so that's why you might be confused. This video expects the viewer to know about it a bit.
Thanks for the tutorial Milos! This is certainly the best source of information I have found about rigging with 3dsmax CAT on TH-cam. Do you have any tips on how can I wire an animation control from a controlpanel to the rotation of a bone in my cat rig? I have a character where I have created the Jaw as a bone in the Cat rig, and I would like to set up the same type of controller that I use for the morph targets. Can I get this to work with any layer or do I have to wire it each time I create a new cat animation layer?
Hi, I want to do the same thing for body rig, I want bones connect to controllers with Orientation Constraint, but when I save the layer and load it again ( Mirror it ) whole bones are messed up. anyone if knowe whats the problem or whats the solution plz be kind and guide me, a lot of my work depend on it, thanks.
I watched this lesson years ago, but I didn’t realize how important the topic was until I needed to create a detailed animation. It has been incredibly helpful for me now, and I can’t thank you enough for it.♥
The best 3ds max animation teacher in TH-cam
We need a complete detailed video for face rigging in CAT. That would be very helpful
This is so essential for animators in 3dsmax, Thank you so much for spreading the knowledge!
OMG you are so nice!!! I’m one of the animators who hoped your video for facial rigging in 3ds max !!!!Thank you so much for making this!!!!SIGNIFICANT😭👍
I have just found out that if you use Unreal Engine 5 you can export the use of the Morph modifier via an FBX file and importing it in UE5 using the Morph Target pipeline feature.
can you explain how you made mouth, jaw and lips rig at 6:06
Really good and not boring tutorial! Thank you for it and for all of them!!!
really good tutorial thanks for all the videos would love to see more
Wonderful Milos, thank you!
Could this be done with biped
Awesome! Thank you very much for making this :3. Good to see this system can also make use of all of CAT's features.
Please make a tutorial on how to create morphing points same as yours....
This video is fantastic, thanks for making it!
Is there a way to do a facial rig without a bunch of copies of the expressions? I'm working on a character whose face is in the middle of the body and I'm a bit scared that the morph might conflict with the movements of the body
Can you share this file
I was looking for something like that a long time ago. There were just Maya videos. Have to pick that up again. Thank you!
Thank you!
Did the video help? Many of you asked for a facial rigging video in CAT. There aren't almost any information on this anywhere around the internet.
Btw, you can combine this style of facial rig together with classic bone rig for the face. Just fyi :)
This is amazing info, Thank you! Can you explain why you connect the wire parameters from the exposetm helper and not the bone itself? Also this method shows the morph keys only when selecting the bones and not when using the morpher modifier - is there a way that keys will be shown on both? Thanks
You are the best
How do you say, "Hello fellow Animators" EXACTLY the same in each video? Is it recorded or is this another hidden talent you have? :D
For sure, thanks
This is still confusing. How did you reach the end result ?
This helps, but how do you shape it to look like the facial rig setup at the end of the video?
hi just want to clarify will this animation be able to import into ue4? do you have a tutorial on how to rig the eye with cat bone? Because ue4 only can bring in mesh that is skinned to bones for animation
No, the rigging of face this way will not be compatible with game engines.
However, for eyes, you can just make 1 bone for each and skin those.
Thanx for pointing that out. I also make animations in Max to be imported in UE.
WOW, Thats Amazing
@Milos cerny can u make a video on manually doing a walk cycle...without any preset.
I am a little bit confused, Do I Have to separate the Head from the rest of the body ????
Because I've created a character (by myself) in 3D Studio Max and...
...he is not wearing any shirt.
The mesh starts from the top of the head to the jean belt without any separation
Also, my character is fully RIGed (bones, skin, helpers, IK chains, and controllers)
But the face can't moove yet.
Is there any other way to do it without voiding all my work ?
Or maybe can I do it even with a Head-Torso-Arms mesh ??
Thank you for this rare video content !
No you don't have to separate the head, but when dealing with morphs it's usually the case, because every single morph target would have to be a copy of your whole body instead of just the head mesh.
But anyway, what I think you need to look at first is - what is a Morpher modifier, how it works, how to create morph targets for your mesh and generally how to work with a Morpher.
It's not explained in this video at all, so that's why you might be confused. This video expects the viewer to know about it a bit.
Nice Tutorials. Thanks.
This is a great video, thank you!
Thanks for the tutorial Milos! This is certainly the best source of information I have found about rigging with 3dsmax CAT on TH-cam. Do you have any tips on how can I wire an animation control from a controlpanel to the rotation of a bone in my cat rig? I have a character where I have created the Jaw as a bone in the Cat rig, and I would like to set up the same type of controller that I use for the morph targets. Can I get this to work with any layer or do I have to wire it each time I create a new cat animation layer?
It gives a little idea
Thank you so much
This is awesome
Hi, I want to do the same thing for body rig, I want bones connect to controllers with Orientation Constraint, but when I save the layer and load it again ( Mirror it ) whole bones are messed up.
anyone if knowe whats the problem or whats the solution plz be kind and guide me, a lot of my work depend on it, thanks.
My friend you are wonderful thank you very much
what is the best maya solution for character animation like CAT, i mean without using native bones
Mgear looks cool. Advanced Skeleton is also good. Maybe IKMAX ( fast but no face rigging )
thanks
thanks so much
I like your accent :)
Fantastic! please check back!