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

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Presentation transcript:

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

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

Muscles Setup Plug-In

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

Using Muscles Setup Plug-In for 3ds max

Transferring Muscles from LS:Head Prototype to Custom Model

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

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

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

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

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

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

Transferring Muscles Procedures

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Selections applied to target: A muscle and its selection zone

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

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

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

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

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

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

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

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

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

Playback in native Animation mode:

Playback in native Animation mode:

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

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

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

Embedding Additional Muscles

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

Embedding Additional Muscles Procedures

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

The End