I think that when you do a reply with a quote... or at least I saw it all the time when I do a reply... that is possible to edit a post... and since I'm very acustomed to explain things with TOO detail and info... doing a full quote of my own post... would lead to troubles... as TGE said on it's actual reply.
but ok. BTW i have to admit that TGE is right about 3DS max... but honestly I had been acustomed to C4D, and I found out a better way to do a nice rigging on a high mesh model... normally on 3DS max... you had to do a weighting to EVERY vertex on the model itself... and even if I know the basics... I still screw up sometimes on certain parts... but Cinema 4D has a feature from R13 called Mesh Deformer... What is it?
Ok... Mesh Deformer is like a model that instead of using as a is... is turned into a reference for deforming everything that is contained inside of it.
To put it simple... let's just consider you had modeled a human mesh with something like 26.000 polys... No matter how many, let's just make a huge amount that normally having to do weighting with this on 3DS max would be painful.
but instead of putting a skin on it's model... you decide to make something like a box that covers the player... the box is beinf modified like the model itself, like being covered in an armor that looks like the typic generic minecraft character model.
and then you convert the armor mesh into a Mesh deformer... instead of having the PAINFUL, BORING, and TEDIOUS way of weighting EVERY DAMN vertex from the human model... you have just to skin the mesh deformer and weight all the vertexes of it... if you move the mesh deformer's right leg... all modifications will affect to the human model itself... in resumen... the human model will move the right leg... as well as you had rigged the human model... also... on Hypernurbs models is much better... becuz the smoothness will make the leg movement more natural... or at least a bit more better than a very nOObish rigging that normally breaks the leg movement making the sensation it breaks the knee or between it's -censored-.
it even happened to my first model ever modelled on C4d. a version of the Devil Children's cerberus... although the modeling was pretty decent... the rigging on 3DS max ruined it's right leg for just doing the typical paw licking animation... on C4D with mesh deformer, that won't happen.
I know it's possible to do the rigging on Max... I did it before testing C4D.
but you know... when someone finds better tricks that can only be used with certain programs... you finally starts relying on that program. Lol...
PS: When you reply my quotes... Please DELETE all redundant comments from my post.
Just leave the part when you're about to comment like the Rigging on 3DS Max and Cinema 4D.
Besides, I am not against Blender... Simply I can't use it becuz it's difficult to use for me.
I have no problem when somebody uses a program I don't use... Besides, I think that will help much more.
becuz you would have access to models I cannot import from any other program than Blender. and the native format it uses is Blend.
and Blender has a very good DAE Export built in feature... 3DS Max gave me error when I export models to DAE, and Blender don't.
Maybe almost like RTB DAE export plugin for 3DS max.
so, you better focus on Blender, ok buddy?
but ok. BTW i have to admit that TGE is right about 3DS max... but honestly I had been acustomed to C4D, and I found out a better way to do a nice rigging on a high mesh model... normally on 3DS max... you had to do a weighting to EVERY vertex on the model itself... and even if I know the basics... I still screw up sometimes on certain parts... but Cinema 4D has a feature from R13 called Mesh Deformer... What is it?
Ok... Mesh Deformer is like a model that instead of using as a is... is turned into a reference for deforming everything that is contained inside of it.
To put it simple... let's just consider you had modeled a human mesh with something like 26.000 polys... No matter how many, let's just make a huge amount that normally having to do weighting with this on 3DS max would be painful.
but instead of putting a skin on it's model... you decide to make something like a box that covers the player... the box is beinf modified like the model itself, like being covered in an armor that looks like the typic generic minecraft character model.
and then you convert the armor mesh into a Mesh deformer... instead of having the PAINFUL, BORING, and TEDIOUS way of weighting EVERY DAMN vertex from the human model... you have just to skin the mesh deformer and weight all the vertexes of it... if you move the mesh deformer's right leg... all modifications will affect to the human model itself... in resumen... the human model will move the right leg... as well as you had rigged the human model... also... on Hypernurbs models is much better... becuz the smoothness will make the leg movement more natural... or at least a bit more better than a very nOObish rigging that normally breaks the leg movement making the sensation it breaks the knee or between it's -censored-.
it even happened to my first model ever modelled on C4d. a version of the Devil Children's cerberus... although the modeling was pretty decent... the rigging on 3DS max ruined it's right leg for just doing the typical paw licking animation... on C4D with mesh deformer, that won't happen.
I know it's possible to do the rigging on Max... I did it before testing C4D.
but you know... when someone finds better tricks that can only be used with certain programs... you finally starts relying on that program. Lol...
PS: When you reply my quotes... Please DELETE all redundant comments from my post.
Just leave the part when you're about to comment like the Rigging on 3DS Max and Cinema 4D.
Besides, I am not against Blender... Simply I can't use it becuz it's difficult to use for me.
I have no problem when somebody uses a program I don't use... Besides, I think that will help much more.
becuz you would have access to models I cannot import from any other program than Blender. and the native format it uses is Blend.
and Blender has a very good DAE Export built in feature... 3DS Max gave me error when I export models to DAE, and Blender don't.
Maybe almost like RTB DAE export plugin for 3DS max.
so, you better focus on Blender, ok buddy?