Stress Test
This is a truly stressful task and very
time consuming so this post will start with a recommendation, anyone who is
even thinking about doing a stress test some recommendations would be, do a lot
of research about it first for example there is a YouTube channel called 3ds
max learning channel which teaches a great deal about this subject and element
of character studio. Another recommendation would be if there is a deadline to
stick to make sure this part or milestone of the project has a great deal of
time allocated to it because this process can take weeks to perfect. The last
recommendation is when everything is going wrong try and get a peer or a friend
to watch over while creating the rig because it adds an extra level of
concentration if the stress test goes wrong the first couple of times.
This has been the biggest struggle of this
part of the project and its because it has been underestimated and for this the
price has had to be paid dearly for this mistake. The stress test has set the project
back because of time issues the animation which was intended to be created now
cant be because of the amount of time spent trying to get the stress test
right. Instead if my final idea being the animation a sort of snippet or
trailer would have to be created in its place.
So once the rig has been built its time to
begin the stress test which isn’t difficult but more fiddly. This is why the
bones created in the rig are very important they match the mesh for first
timers. The stress test can be completed in many different ways and it can be
done either manually or automatically, the reason for the stress test is to
make sure that the bones created in the rig are attached to the correct part of
the mesh, as simple as this sounds it’s a very difficult task if the rig has
not been created properly.
To start the stress test the mesh needs to
be attached to the rig, this can be done from the modifier list and by
selecting “Skin”. Once this has done the user has to simply select add in the
options list in the skin modifier and a list of bones will appear created from
the rig. It took a while to get it right for this project and will be explained
later in the post but for now all the bones need to be selected by pressing
“All” and then selecting “Select”. This will add all the bones created from the
rig and put them in order from head to toe for the user. Once this is done if
“Editable Poly” is underneath “Skin” underneath the modifier when the mesh is
selected the user should make sure no editable element is selected for example
Poly select, this is because the rig will still think the user is editing and
therefor will not attach to the mesh.
Next step that is the stress test itself is
to select one of the bones in of the mesh and select the “Motion” tab; this
will open up a motion panel for the CAT Parent. There is an option about mid
range of the motion panel which has ABS written in green writing, this would
allow the user to add an Absolute layer to the rig which will allow the user to
do a manual stress test. For the purpose of time this project will go through
how to do the stress test automatically because doing it manually will take
time and will require the user to animate movements frame by frame.
So if the user selects the “ABS” Button and
holds it down further options will appear, these options will allow the user to
do further editing but the one used for this project is the last one which
looks like a small man running. If the user selects this nothing will happen to
the mesh yet. The next part and is the moment of truth is to select the stop
button above the layers display and press play. This will show if the bones
match with the mesh because the bones will move and since they have been linked
with the skin they will try and move with the skin.
If this is the users first time doing this
test then it will most definitely not look correct and parts of the body will
be left behind and it will just look very very bad. This is not a problem and
can be fixed but just incase the bones like explode in size and everything
becomes distorted which happened a couple of time during stress test for this
project the best way and is recommended is to just close 3ds max and re open it
and make a new rig. If its not exploded and everything looks the same size as you
made then you are ok.
The next step and the way to fix the
distortion problem would be press the stop button and re select the mesh and go
back to the “Skin” modifier. Once the skin modifier is open select the “Edit
Envelopes” button in the options underneath. The bones will disappear and black
lines will be replaced, this are basically the envelopes in which link the mesh
to the bone and has a sort of heat sensor look to them once they are selected.
This is now the fiddly part because the user must now move, expand and retract
these lines so that the right part of the mesh is connected to the right part
of the bone. One recommendation at this point is that the red areas highlighted
on the mesh show that that part of the body is linked 100% to that bone, blue
mead that another bone is occupying that particular part of the mesh and orange
or yellow means that only part of that mesh is connected to that particular
bone which is selected.
At this point the research conducted should
help the user understand what they need to do to make each bone match the mesh
and they will need to go back and forth to the motion panel to make sure
whatever they have edited actually works and has not made the mesh look worse
when moving. Another recommendations would be to edit one area at a time and
keep testing especially with the orange areas because the user needs to make
sure that the other bone that also occupies that space has covered enough of
the mesh to for example lift the whole leg instead of leaving half of it still
on the ground.
This will take a long time and is a very
stressful process and for this project a lot of tutorials and recommendations
have been taken on board which got to the stage where the mesh and rig have
been linked together nicely with only a slight distortion but it had to be
accepted because this process has taken weeks to get to just this particular
point and time was running out.
Another thing which the user may find which
was mentioned earlier in this post was that the mesh may begin to drag a lot
and during this project the troubleshoot of it was only learned towards the end
which was very frustrating. Basically when the rig was first created it started
with the pelvis but if this was renamed for example to “Hero_ “ every bone will
be named similarly. If the user takes a closer look at the bone list they may
see that the first bone in the list is probably named in the same way and has a
bone towards the feet. This turns out to be wrong and its actually linking the
feet to the CAT Parent. It simply needs to be removed so that the head is the
first bone on the list and this will stop the drag. Any further dragging
occurring after this bone has been removed would need to be adjusted in the
Envelopes option.
Another way to get precise links between
the mesh and the envelopes would be to select the vert’s option and stat
linking individual vert’s of the mesh to the bones, this this can be achieved
by selecting the vert’s which are being left behind one body part at a time. For
example if one vert is not connected to a bone and is stretched on the left
hand middle finger, the user simply needs to highlight the vert and if the user
scrolls further down the “Skin” modifier there is a button with a small
spanner. If the user selects this a list of bones will come up at the bottom
and the user needs to simple select the bone they want to link that particular
bone to and select the button “1”. This basically means that the vert will be
linked 100% percent to that particular bone which was selected, there is a big
catch to this because if the wrong bone is selected the vert may move to
another position so some experimentation needs to be done. This method is
probably the best once the user has done all they can with the envelopes and
only needs to make minor adjustments.
This is basically the stress test and it
has taught many lessons for this project and cost the project a lot of time and
effort but was partly achieved towards the end. there are some images below showing the hero of this project going through the stress test but because it was such a time consuming task more concentration was used on getting it done rather that taking reference images. but once the stress test was completed on one of the models it was easier to load the previous rig and make some minor adjustments to the bones because the characters are very similar for this project.