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LIFESTUDIO:HEAD® Muscles Setup Plug-In for 3ds max.

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Presentation on theme: "LIFESTUDIO:HEAD® Muscles Setup Plug-In for 3ds max."— Presentation transcript:

1 LIFESTUDIO:HEAD® Muscles Setup Plug-In for 3ds max

2 LIFESTUDIO:HEAD® Muscles Setup Plug-In Create your specific LifeStudio:HEAD powered models for 3ds max

3 Muscles Setup Plug-In

4

5 LIFESTUDIO:HEAD® File Types GDP - Main Model Files MLD - Muscles Location Data HDS - Head Parts Demarcation Semantics MMA - Libraries of Animation Macro Muscles MMS - Animation Sequence Files

6 Using Muscles Setup Plug-In for 3ds max

7 Transferring Muscles from LS:Head Prototype to Custom Model

8 Transferring Muscles Steps: Shape "source" LS:HEAD model similar to your custom "target" model Import source (which includes standard LS:HEAD muscles) into 3ds max Transfer source muscles to target; edit muscles if needed Enjoy LS:HEAD animations working with your custom model Overview

9 Transferring Muscles: Overview Custom model - Target - has no muscles SourceMusclesTarget

10 Transferring Muscles: Overview SourceMusclesTarget LS:Head prototype has default muscles

11 Transferring Muscles: Overview SourceMusclesTarget You can reshape prototype source to roughly match your custom target

12 SourceMusclesTarget Transferring Muscles: Overview Then you apply source muscles to target

13 SourceMusclesTarget Now your custom model is powered with default LS:HEAD muscles

14 Transferring Muscles Procedures

15 Transferring Muscles: Preparing Target Make sure your target model has: eyes-hemispheres mouth cavity dental arcs and tongue

16 Transferring Muscles: Preparing Source You should shape the source LS:HEAD model similar to your custom target model Source mesh should match target mesh:

17 To shape the source, you can use – LIFESTUDIO:HEAD – 3– 3ds max – or both Here we'll use LIFESTUDIO:HEAD

18 Transferring Muscles: Preparing Source in LS:HEAD LS:HEAD helps you to shape source

19 Then you save source as a GDP file This menu GDP File type

20 Transferring Muscles: Preparing Source Now we'll go back to 3ds max

21 Transferring Muscles: Importing Source Import LS:HEAD model from GDP file: This button GDP File type Utilities

22 Transferring Muscles: Importing Source LS:HEAD source model is imported:

23 Store source MLD file: MLD File type LSH Muscles modifier Modifiers Source model selected This button

24 Transferring Muscles: Reshaping Source in 3ds max Source may need more work to fit target:

25 Transferring Muscles: Preparing the Transfer Apply LSH Muscles to target: LSH Muscles modifier Modifiers Target model selected LSH Muscles modifier

26 Transferring Muscles: Preparing the Transfer Initialize semantics from HDS file: HDS File type LSH Muscles modifier Target model selected This button

27 Transferring Muscles: Preparing the Transfer Apply source MLD data: MLD File type LSH Muscles modifier Target model selected This button

28 Transferring Muscles: Transferring Selections Apply selections from source: LSH Muscles modifier Target model selected This button Adjust parameters Select source model Pick

29 Transferring Muscles: Transferring Selections Selections applied to target: Vertices are linked to muscles

30 Selections applied to target: A muscle and its selection zone

31 Transferring Muscles: Transferring Positions Apply positions from source GDP: LSH Muscles modifier Target model selected This button GDP File type

32 Transferring Muscles: Transferring Positions Source positions applied to target: Muscles positions set

33 Transferring Muscles: Transfer Done Muscles are displayed as helpers: Helpers unhidden Display

34 Transferring Muscles: Saving the Result Store target with muscles set to GDP file: GDP File type This button LSH Muscles modifier Target model selected

35 Transferring Muscles: Saving the Result Target with muscles saved as GDP file: Export statistics

36 Transferring Muscles: Observing the Result So you have exported to a GDP file your custom LS:HEAD powered model. Now you can: Import your model back into 3ds max using LS:HEAD Import-Export plug-in Load your model in LIFESTUDIO:HEAD In any case LS:HEAD animations will work with your custom model

37 Transferring Muscles: Observing Results in 3ds max Playback using Import-Export plug-in: LSH Animation modifier Imported model selected Looking at Camera

38 Playback using Import-Export plug-in: LSH Animation modifier Imported model selected Looking at Camera

39 Transferring Muscles: Observing Results in LS:HEAD Playback in native Animation mode:

40 Playback in native Animation mode:

41 Playback in native Animation mode:

42 Transferring Muscles: Adjusting Muscles Automated transfer of muscles may need more adjusting to show faultless animation You can open GViewer window to edit muscles one by one: Examine a muscle’s impact on mesh Adjust impact splines Set limits of muscles impact

43 Transferring Muscles: Adjusting Muscles Open GViewer: This button LSH Muscles modifier Target model selected

44 Transferring Muscles: Adjusting Muscles Work with muscle parameters: Test tension Select a muscle

45 Embedding Additional Muscles

46 Import original model (with LS:HEAD muscles) into 3ds max Modify original to add new features Embed muscles for added features Export modified model to LS:HEAD Create new LS:HEAD animation entries to control new muscles Overview

47 Embedding Additional Muscles Procedures

48 Embedding Muscles: Importing Original Model Import LS:HEAD model from GDP file: This button GDP File type Utilities

49 The End


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