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Published byRoy Congdon Modified over 9 years ago
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LIFESTUDIO:HEAD® Muscles Setup Plug-In for 3ds max
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LIFESTUDIO:HEAD® Muscles Setup Plug-In Create your specific LifeStudio:HEAD powered models for 3ds max
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Muscles Setup Plug-In
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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
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Using Muscles Setup Plug-In for 3ds max
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Transferring Muscles from LS:Head Prototype to Custom Model
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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
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Transferring Muscles: Overview Custom model - Target - has no muscles SourceMusclesTarget
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Transferring Muscles: Overview SourceMusclesTarget LS:Head prototype has default muscles
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Transferring Muscles: Overview SourceMusclesTarget You can reshape prototype source to roughly match your custom target
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SourceMusclesTarget Transferring Muscles: Overview Then you apply source muscles to target
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SourceMusclesTarget Now your custom model is powered with default LS:HEAD muscles
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Transferring Muscles Procedures
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Transferring Muscles: Preparing Target Make sure your target model has: eyes-hemispheres mouth cavity dental arcs and tongue
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Transferring Muscles: Preparing Source You should shape the source LS:HEAD model similar to your custom target model Source mesh should match target mesh:
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To shape the source, you can use – LIFESTUDIO:HEAD – 3– 3ds max – or both Here we'll use LIFESTUDIO:HEAD
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Transferring Muscles: Preparing Source in LS:HEAD LS:HEAD helps you to shape source
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Then you save source as a GDP file This menu GDP File type
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Transferring Muscles: Preparing Source Now we'll go back to 3ds max
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Transferring Muscles: Importing Source Import LS:HEAD model from GDP file: This button GDP File type Utilities
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Transferring Muscles: Importing Source LS:HEAD source model is imported:
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Store source MLD file: MLD File type LSH Muscles modifier Modifiers Source model selected This button
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Transferring Muscles: Reshaping Source in 3ds max Source may need more work to fit target:
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Transferring Muscles: Preparing the Transfer Apply LSH Muscles to target: LSH Muscles modifier Modifiers Target model selected LSH Muscles modifier
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Transferring Muscles: Preparing the Transfer Initialize semantics from HDS file: HDS File type LSH Muscles modifier Target model selected This button
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Transferring Muscles: Preparing the Transfer Apply source MLD data: MLD File type LSH Muscles modifier Target model selected This button
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Transferring Muscles: Transferring Selections Apply selections from source: LSH Muscles modifier Target model selected This button Adjust parameters Select source model Pick
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Transferring Muscles: Transferring Selections Selections applied to target: Vertices are linked to muscles
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Selections applied to target: A muscle...... and its selection zone
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Transferring Muscles: Transferring Positions Apply positions from source GDP: LSH Muscles modifier Target model selected This button GDP File type
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Transferring Muscles: Transferring Positions Source positions applied to target: Muscles positions set
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Transferring Muscles: Transfer Done Muscles are displayed as helpers: Helpers unhidden Display
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Transferring Muscles: Saving the Result Store target with muscles set to GDP file: GDP File type This button LSH Muscles modifier Target model selected
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Transferring Muscles: Saving the Result Target with muscles saved as GDP file: Export statistics
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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
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Transferring Muscles: Observing Results in 3ds max Playback using Import-Export plug-in: LSH Animation modifier Imported model selected Looking at Camera
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Playback using Import-Export plug-in: LSH Animation modifier Imported model selected Looking at Camera
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Transferring Muscles: Observing Results in LS:HEAD Playback in native Animation mode:
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Playback in native Animation mode:
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Playback in native Animation mode:
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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
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Transferring Muscles: Adjusting Muscles Open GViewer: This button LSH Muscles modifier Target model selected
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Transferring Muscles: Adjusting Muscles Work with muscle parameters: Test tension Select a muscle
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Embedding Additional Muscles
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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
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Embedding Additional Muscles Procedures
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Embedding Muscles: Importing Original Model Import LS:HEAD model from GDP file: This button GDP File type Utilities
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The End
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