Start with the Rigging
Start with the Rigging
Whatfs important about
good rigging? Wellc When you have good rigs you can have fun animating without
running into troubles. Things to remember before you start with this building
process. Do not activate mirror when building skeleton.
Why is that? When it is applied, iClone will scramble Donkeyfs IK & Mirror mechanism
and the axis will change.
- To start creating the bones.
Open gBone Toolsh
floater
under "Animation" menu bar.
- Press the gCreate
Bonesh button to create the bones for the Donkey.
Click in the viewport to create
bones. Right-click
to end bone creation.
Note:
In 3ds Max 8, "Bone
Tool" is under "Character" menu.
Procedure in creating the bones for
Quadruped
Let's start to build the
bones for quadruped, the Donkey.
- First, start from the
hip bone to construct the whole spine for the Donkey.
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- Create tail bones. Starting from the opposite direction
of the spine bone.
- Create leg bones.
You may create the bones of one
leg and copy them for another side. Please remember that we do not
recommend using mirror for leg bone building.
- Add one more sets of bones for the Donkey
ear. Here is the complete Donkey's bone structure.
Adjusting Bone Structure
- Activate "Bone Edit Mode". This function
allows you to adjust the bone
position by using only the "MOVE" tool
in 3ds Max.
Connect Bones
- Open gSchematic
Windowh
floater.
Rename all the bones for the Donkey.
- Use the gConnecth
button
to connect all
the bones to glwr_body (butt)h bone and make it as the parent to all the bones.
Skin the Donkey Model
- Select
the Donkey model.
In the gModifyh
panel, select gSkinh in the gModifier Listh. This applies the
skin to the Donkey.
- Click "Add"
bones in the gParametersh section to open the "Select Bones"
dialog box. Add all the bones constructed earlier.
- Select all the bones
constructed
earlier, and click "Select" button.
- The next step is to
adjust envelop to the Donkey. Select "Envelope" sub-control under "Skin"
modifier, then select the bone from the bone list or click on it in the
viewport to edit its envelope.
- Adjust the bigger area of the envelope by adjusting
the capsule shape envelope pair. The inner envelope influences the vertices
up to fullest value. Whereas that the outer envelope influences the blending
between the two bones.
- Now
that we have set the envelopes, the next step is to check and fine-tune
the skin weight.
One way to check if the
vertex weights are set properly is to pose the donkey with some poses.
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Default
Pose |
Check Pose |
There are several
ways to fine-tune Skin Weight in 3ds Max:
- Click the gVerticesh checkbox, then select the vertices you would like
to weight.
- Including and excluding vertices are handy buttons which allows you to
remove or include the selected vertices from those being affected by the
selected bones.
- Combining with gWeight Toolh
envelope can becomes
an easy thing to do. How do you do that? Select some points you want to adjust
the strength to certain bone. Then, adjust weight value to the points in selection.
- Use the gPaint Weights Toolh to brush on weights for the selected
bone.
Create Non-Human Character
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