Translator of 3Dmax and Maya
I am going to make this project to study the difference between interfaces of 3Dmax and Maya. The objective is to translate all the information about rigging I learnt into the Master degree and be able to make the same thing into 3D max. And alto make this information online for personal use and also open to the public who wants to learn a bit more about 3D ant differences between these two interfaces.
Preparing the scene -
When you use the interface into 3dmax you will build some custom tools where you can find the principal buttons to make rigging for a character. To access a quick menu, its really easy into Maya cause you can have access with the Space button and all the available tools into the program will be showed and also you can display them very quickly, this is not as easy into 3Dmax, you have to Custom your user interface
-Select custom User interface, then you select Quads, we choose a animation and under curve editor we put separator and drag Bone Tools, history independent IK solver - separator - position constraint, Look at constraint and orientation constraint, -- separator- and manage Layers to make a scene . WE save the UI as CustomRigging UI-
We are making a custom Rigging quick interface into the second button. You have to write the
Bones and IK
History independent IK-Solver
Manage layers of the scene
Into Maya, the bone tools are into diferent specific menus, into Max you can see they are all into this Bone display.
About Constraint - Maya have the Constraint menu, with Position, Orient, Parent, Look at and other useful stuff.
Layers into maya are display into bottom right of the properties
We go to the MaxScript Listener and MacroRecorder - Enable -
To make the character xray we have to go into the object properties and mark see thorught, into the maxscript we see there is a code written or printed by the console named $.xray = on - we will create a toolbar New toolbar DT Rigging toolbar - ok - and now we store objects to the list- the i first command- we have to be sure is written the $ into the code, we want to save the toolbar and then we can drag this code into the toolbarm we can tipe off and create the button for switch this off. We can edit and write Xray On to see what is doing into Tooltip and also Label-
About Xray. there is a very quickly option into the display where you can set the scene as Xray, all the objects will be shown as semi-transparent, but also you can set any object to be x.ray into properties.
About scripting in Maya you have the sript editor into the line you have under your display screen, you can make exactly the same thing into your Maya UI, copy and drag into the tool bar. but you would not have to write down the $, not necesary. You can write label and tooltip including icon display
Layer manager - we add 4 layers and we call them Animation character - Layer02 we call itControl Objects Layer 03 Envelope Objects Layer04 to hidden things are not controllers.. called Objects to Hide.
Default layer active.
As I told before
Xray the character and also Freeze into the Layer Manager
Bone tools - create bones . the width can be changed into Bone Parameters, in Maya you should go to other tool is prepared just for changing the size of the bones. Creating the bones for one leg. You start into the hip and with some angle you go to the knee and then go to the ankle, mid of the foot and then to the end, and the last one right click to end the chain.
To create bones in Maya is exactly the same thing but you just have to be sure you place the base of the bone where you need to make it bend. Be careful, you can change the bone by changing the pivot with insert or using move tool when you are pressing D to change pivot quickly. but if you make a big change you would have problems cause you would have to reorient bones, it is better to make the bone chain in first time, its a good idea to use locators and snaps when you work into Maya
To reposition the entire leg you move the root of the leg. We call the bone Bn_L_Thigh01 you can copy an dpaste into the next bone and change the names, to rename in Maya you can use a script for the selected objects. To the end bone Be_l_ToeEnd01 we will make the mirror. we are doing before the root of the body. we can Bone Coloring the bones (is not possible in Maya, there is a Bug into 2011 and is not solved). we use Bone start color and end Color. Apply Gradint. To mirror. Select and into the Bone Editing Tools Mirror and then we use the Offset to put the new position, but we can reposition this bone.. Rename the bones and writing R instead of R
Recolor the bones and then add an IK solver. Right click and then IK solver, when we move the bones you can see the leg is bending right, if is bending in the other direction you made wrong the bone drawing. We use also this same tool on the other, we call it HIIK_R_leg01 then we store the IK into other layers into objects to Hide. If we press av pag selecting the root we select the other children bones.
Bone Fins... this is just for aestetic... not useful at all. At least I dont understand the purpose. In maya there are no bone fins and nobody died because of that.
Set Up secondary controls
Using helpers. Point helper we can modify. The similar is called Locator into Maya, just for 3D crosses, Making controllers in maya shaped as boxes you have to create Splines from a cube. You can snap into the IK and locate the locator into the back heel. Create more. Into the ... We will orient the helpers orient the locators. Alt E and then the bone, turn on the aling orientation local and then will betatch. . We orient into the base of the bone but we make a reposition into the end of the bone, but we do an orientation with the old orientation of the bone we made but into the position of the next.. We will link the helpers. Here we are doing reverse chain. Reverse lock control. PtCtrl_l_heel01. We can copy the controllers and put them into the left side.
To recolour. next to the name.
About 3D constraint and this stuff. Into Maya, for doing rigging reverse lock you just use two different bone chains into your rigging, in 3dmax is a bit different, you have to create the bones and then you use helpers to connect and constraint these bones, once when you have changed the connexion between them you can create controllers. When you are using just bones and controllers in Maya, you are using bones, helpers and controllers in 3dmax.
If you want to create attributes in Maya or 3D max you can make them with the difference, in 3Dmax when you are making all the connexions into the new properties you can modify these properties by scripting and into Maya you have to use the Hypershade or scripting into one different pannel just for change the connexion between 1 to 1 into 1 to 0.5 (we want to modify properties into our rig, but making the bones move smoother than is doing in relationship of 1 to 1)