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CharacterRigging
Thisisthefourthtutorialinmy fourpartseries dealingwithcharacteranimation.Thesetutorialsare targetedforbeginnerswantingtolearnthebasicsof modeling,uv wmapping,tex turing,rigging,and creatingacute3dmonster.Inthisfourthpartwere dealingwithcharacterrigging.Y oulllearnthebasics ofusingtheMorpherandSkinmodifiersto manipulateanddeformasimplecharacter.Character riggingcanbeatoughsubjectforbeginnersbutIll domy besttokeepthingsassimpleaspossible.Im using3dsMax 201 1 .
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Step1WhatisCharacterRigging?
In3danimation,characterriggingmeanstheprocessofpreparingthecharacterforanimation.Theideaistouse specialhelperobjectsandmodifierstoprepareasetoftoolsthatmaketheanimatingprocessaseasy aspossible. Weregoingtorigthecharacterby usingtheMorphermodifierforthefacialanimationandtheSkinmodifier(in conjunctionwithbones)fortherestofthebody .Inthepicturebelowy ouseeacharacterposey oucanbeeasily do

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aftercompletingthistutorial. 3dsMax T utorialsElsewhere

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Step2FacialAnimationandMorpher
TheMorphermodifieriscommonly usedforlipsy ncandfacialanimation.TheMorphermodifierdeformsthe originalobjectaccordingtopredefinedtargetobjects.Thebiggesttaskisthecreationofthetargetobjects(morph targets).Themodifieritselfisreally simpletouse.

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Step3CreatingMorphTargets
Letscreatethemorphtargetsforourcharacter: 1 . Gotothefrontv iewportandclonethemonster(PressandholdSHIFTinkey boardandmov ethemonster).

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Makesurey oumakeanormalcopy (notinstanceorreference).Fromnowonweworkonthecopy . 2. Remov eTurbosmoothandbothUnwrapUV Wmodifiersfromthecopy . 3. GototheEditablePoly orEditPoly modifier(Ma k ea select ion >Modify pa n el )belowtheSy mmetry modifier andactiv atethev ertex subobjectlev el. 4. Createanewfacialex pressionlikeinpicturebelowby mov ingv ertices.Y oucanfreely mov ev erticesaround butmakesurethev ertex countstay sthesameatalltimes.Ify ouaddorremov eev enonev ertex ,itwont workwiththeMorphermodifier(Tip:Consideractiv atingthepoly gonsubobjectlev elandhidingpartofthe modeltomakeiteasiertoselectv erticesaroundthemouth.Ify ouhidethebackofthemodely oudonthav e toworry aboutaccidentally selectingv erticesthere.) 5. Giv eappropriatenamefory ourmorphtargetsuchasmouthafraid.

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Nowwehav eonemorphtargetandthatsenoughforthesakeofthistutorial.Ify ouareabouttocreatesome seriousfacialanimation,y ouneedmoremorphtargets.Justcreatemorecopiesfromtheoriginalandcreate ex pressionslikesmile,amazement,blinkingey esandsoon.Itsoftenagoodideatocreateseparatetargetsforey es andmouthandseparatetargetsfortheleftandrightside(likewink)aswelltohav emax imumcontrolov erthe ex pressions.TheMorphermodifierletsy oucombinetheex pressionsofsev eraldifferentmorphtargets. Contribute! Ify ouareatalentedartistandhav eideasto share,wewelcomey outobeaguestauthor! Clickheretofindoutmore!

Step4UsingtheMorpherModifiertoAnimateFacialExpressions
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Nowselecttheoriginalmonstermodelandtry theMorphermodifier: 3dsMax T utorials 1 . Apply theMorphermodifier(Ma k ea select ion >Modify pa n el>Modifier List >Object Spa ceModifier s>Mor ph er ) andmov eitjustbelowtheTurbosmoothmodifier. 2. GototheChannelListrolloutandrightclickonthefirstempty slot. 3. ClickonPickfromSceneandthenonthemorphtarget(mouthafraid).Nowthefirstmorphchannelis activ ated.Justusethespinnertomorphbetweentheoriginalmodelandthemorphtarget.Ify oumodify the morphtarget,remembertoreloaditby clickingonReloadAllMorphTargetsbutton.
Poly g on Blog isdev ot edt o u n iqu e3 dsMa x t u t or ia ls.A ll t u t or ia lson t h issit ea r ea bou t 3 dsMa x .Fu r t h er m or e,t h ese t u t or ia lsdon 't r equ ir ea n y plu g in s.T h ey a r edoa blew it h ju st 3 dMa x .Ify ou h a v ea g oodidea for a n ew 3 dSt u dioMa x t u t or ia l,plea selet u sk n ow !

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3 dSt u dioMa x t u t or ia l,plea selet u sk n ow !

Tip:TurnUseLimitsoffintheGlobalParametersrollouttogobey ondthe01 00range.Try forex amplenegativ e

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v aluestogetsomeinteresting(andmay beev enuseful)results.Rememberalsothatchannelpercentagescanbe mix edwheny ouhav emultiplemorphtargets.

Step5CreatingBonesfortheCharacterRig
WhiletheMorphermodifiercontrolsthefacialex pressions,thebonescontroltherestofthebody .Letscreatethe skeleton: TurntheTurbosmoothmodifieroff(t oseet h ebon esbet t er ) Gotothefrontv iewportandcreatethreebonesfromtoptobottomlikeinpicturebelow(Cr ea t epa n el>
Sy st em s>Bon es).Wheny ouhav ecreatedthreebones,justrightclicktoendthebonecreation.Ex itingthe

bonecreationmodecreatesasmallnubboneattheendofthechain,whichwillbeusedlaterwithIK(in v er se
k in em a t ics).

Nowwehav efourbonesthatarelinkedtoeachother.Thefirstboneistheparentofthesecond,thesecondisthe parentofthethird,andsoon.Ify oumov ethefirstbonethewholechainfollows.Y oucanalsodoubleclickonthe parenttoselectitandallitschildren.

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Nex tweregoingtocreatebonesforthespineandthehead: Createtwonewboneslikeinpicturebelow.WerenotgoingtoassignIKtotheheadandspinesodeletethe nubbone.Leav ealittlegapbetweenthespineboneandfirstboneoftheleg.(Weleav ethegaptoav oid linkingthetwobonesinquestion.Ifwestartedcreatingthebonesby clickingonanex istingbone,they would beautomatically linked.)

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OpenBoneTools(A n im a t ion >Bon eT ools),activ atetheBoneEditModeandmov ethespinebonetomeetthefirst boneoftheleglikeinpicturebelow.ClosetheBoneTools.

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Nex twellcreatethearmbones.Thistimewewanttolinkthearmbonestothespinesostartcreatingthebonesby clickingonthespinebone.Createfourbones(plusthenubbone)fortheleftarmlikeinpicturebelow.

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Nowwehav eallthebonesweneedandwejusthav etofittheminsidethecharacter.Gototheleftv iewport,select allthebonesandmov ethemtothecenterofthecharacter.Rotatetheboneslikeinpicturebelow.Noticehowthe kneebends.WebendthebonesnowtomakethemworkbetterwithIK. Iwasntreally surehowIshouldrigthisweirdmonstercharactersoIdidthelegbonespretty muchlikeIwould forahumanlikecharacter(ex ceptforthefactthatthereisonly oneleg).Y oucanalsocreatetwolegsinsidethe monsterify ouwanttomakeitwalk.Italldependsonhowy ouwanty ourcharactertomov e.Doesitmov eby fly ing,jumping,crawling,walking,orby allthesemeans?

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Gotothetopv iewportandrotatethearmbonessothatthey fitinsidethecharacter.Makesurethearmbendsa little.

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Selectthewholearmby doubleclickingontheclav iclebone(thebonebetweenthespineandthearm).Usethe mirrortool(T h em a in t oolba r >Mir r or )tomakeamirroredcopy ofthearm(makesuretomakeastandardcopy , notinstanceorreference).Positionthenewboneslikeinpicturebelow.

Westillhav etolinktherightarmtothespine: 1 . Gotothefrontv iewport 2. Activ ateSelectandLink(T h em a in t oolba r >Select a n dLin k ) 3. Clickandholdonrightclav iclebone.Dragandreleaseontopofthespinebone.(Tocheckthatthelinking wassuccessful,selectonly thespineboneandtry mov ingit.Botharmsshouldfollow.Undothemov e.)

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Nowtheskeletoniscomplete,butletscreateonemorehelperobjecttoserv easamasterthatisusedtomov ethe wholeskeleton.Createadummy (Cr ea t epa n el>Helper s>Du m m y )andpositionitex actly wherethespinebone andthefirstlegbonemeets.Checkthepositioninboththeleftandfrontv iewports. UsetheSelectandLinktool(T h em a in t oolba r >Select a n dLin k )tolinkthespineboneandthefirstlegbonetothe dummy .Nowify oumov ethedummy ,thewholeskeletonshouldfollow.Try thistomakesureev ery thingisokand finally undothemov e. Asafinalstep,linktheey es(ify ouhav ethem)totheheadbone.Nowtheey esstay inplacewhenev erthe charactermov es.

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Step6InverseKinematics(IK)
Nowtheskeletoniscompleteandwegoonwithinv ersekinematics.Inv ersekinematicsifoftenassignedinthe characterriggingprocess,especially forthelegs.Letsassigninv ersekinematicstoenhanceourrig: 1 . Selectthecharacter,rightclickonit,andclickHideSelectioninthemenu.(w eh idet h ech a r a ct er t oseet h e
bon esbet t er )

2. Gototheleftv iewport,selectthefirstlegbone,activ ateHIsolv er(A n im a t ion >IKSolv er s>HISolv er ),and clickonthenubboneoftheleg.NowIKhasbeenassignedtothelegandthereisanewbluehelperobjectin theendoftheIKchain.ThehelperobjectisoftencalledIKhandleandisusedtocontrolthemov ementofthe

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wholechain.Try tomov eittoseehowitworks(undothemov eafterwards).

Nex tgotothefrontv iewportandassignIKalsoforbotharms.MaketheIKchainfromthefirstboneofthearmto thenubbone(Donttouchtheclav iclebone).Testhowthearmswork.They shouldworkwellinthetopv iewport.

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NowalltheIKsolv ershav ebeencreated.Atthemomenty oucantrotateindiv idualbonesintheIKchain.Tobe abletodothat,selecttheIKhandle,gotothemotionpanel,andclickEnabledintheIKSolv errollout.Thisisthe on/offswitchforinv ersekinematicsfortheselectedIKchain.Thisbuttoncanalsobeanimatedsotheanimatorcan easily switchbetweeninv ersekinematicsandforwardkinematics(justrotatingthebonesinthechain)while animatingthecharacter.Leav eitonfornow. Asafinalthing,try tomov ethegreendummy toseehowthecharacterrespondswheninv ersekinematicsisinuse (undoafterwards).

Step7RotationalJointLimits
Nex tweregoingtoenhancetherigev enfurthertolimittherotationalmov ementofthebones: 1 . Gototheleftv iewportandselectthefirstlegbone 2. GototheHierarchy panelandactiv atetheIKtab 3. GototheRotationalJointrollout.

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4. Deactiv atetheXAx is 5. Deactiv atetheZAx is 6. Y Ax is>To:240 7 . Y Ax is>From:1 40(Ifthesev aluesdontworkiny ourcase,try somethingdifferent.Justclickandholdon topofaspinnerandmov ethemousetoeasily try differentv alues.Theideaistolimitthebonesmov ement withoutforcingitaway fromitsoriginalposition.PreferredshouldbebetweenFromandTo.) 8. Y Ax is>Limited:Y es 9. Repeatsteps48forthesecondlegbone,butusev alues:From:0To:90 1 0. Repeatsteps48forthethirdlegbone,butusev alues:From:1 40To:7 0 Nowthelegbonescanrotateonly alongY ax isandwithinlimitedrange.Try tomov ethelegwiththeIKhandleto seethedifference.NowItsuptoy ouwhethery ouwanttosetthelimitsforthearmsaswellornot.Y oumightwant tocomebacktothisstepaftertheskinningprocesstoseethemov ementofthecharacterwhiletry ingoutdifferent v alues.

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Step8CharacterSkinning/VertexWeightingin3dsMax
Characterskinningistheprocesswherewedefinehowthemodelrespondstothemov ementofthebones.Welluse theSkinmodifierforthatpurpose.Letsunhidethecharacter(Rig h t click on t h ev iew por t a n dselect Un h idea llfr om
t h em en u )andgoonwiththeskinningprocess:

1 . Apply theSkinmodifierontoptheMorphermodifier(Ma k ea select ion >Modify pa n el>Modifier List >Object


Spa ceModifier s>Sk in )

2. IntheSkinmodifierintheParametersrollout,clickAdd,Selectallthebonesex ceptforthenubbones,and clickSelect.Nowthebonesdeformthecharacterbutitsnotpretty . 3. NowisagoodtimetoturntheTurbosmoothmodifierbackontoseehowthefinalsurfacedeforms.(

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Som et im esT u r bosm oot h g et sm essedu pw h ilew or k in g on t h eSk in .Ift h ish a ppen s,ju st r em ov eit a n da pply it a g a in . )

4. Activ atetheEnv elopesubobjectlev el. 5. Selecttheheadboneineitherthev iewportorintheboneslist.(on en v elopesu bobject lev elw edea lw it h
en v elopes.Ea ch bon eh a sa ca psu lesh a peden v elopea n dea ch en v elopeh a sa n in n er a n da n ou t er bou n d.T h esh a pe a n dsizeoft h een v elopedet er m in esw h ich a n dh ow v er t icesa r ea ffect edw h en t h ebon em ov es.T h ein flu en ceoft h e bon eisst r on g est in sidet h ein n er bou n da n dit fa llsofa sit a ppr oa ch est h eou t er bou n d. )

6. Selecttheouterboundoftheenv elopeatthetopofthebone. 7 . Changetheradiusoftheenv elopeboundto85eitherby mov ingitorby insertingthev aluewithkey board(


T h isisn ot ex a ct v a lu e.T h esu it a blev a lu edepen dson t h esizeofy ou r ch a r a ct er .Ju st look a t t h epict u r ebelow t osize t h een v elopecor r ect ly ).

8. Selecttheouterboundofthebottomoftheboneandgiv eitthesameradius.(T h eidea ist om a k et h eou t er


bou n dsoft h een v elopessobig t h a t t h ew h olew idt h oft h ech a r a ct er fa llsin sideofit ).

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Letsrepeattheprocessandapply appropriateradiusv aluesfortherestofthebones(Keepin m in dt h a t t h esea r e


n ot ex a ct v a lu es.Su it a blev a lu esdepen don t h esizeofy ou r ch a r a ct er .Ju st look a t t h epict u r ebelow t osizet h een v elopes cor r ect ly ).Makesurey ouchangeonly theradiusv aluesoftheouterbounds.(In m y ex per ien cey ou ca n oft en g et g oodr esu lt sby a dju st in g on ly t h eou t er bou n ds):

Allthelegbones,thespinebone,andtheheadbone:Radius:85 Clav iclebones(thebonebetweenthespineandarm):Radius:1 9 Allarmbonesex ceptforthearmpit/shoulderarea:Radius:40 Armpit/shoulderarea:Radius:1 9

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Nowtheskinning/v ertex weightingprocessisdone.Deactiv atetheenv elopesubobjectlev elandtry torotateeach bonetoseehowthecharacterdeforms.Try alsotheIKhandlesandthemasterdummy .Irecommendundoingall therotationsafterwardstokeeptheneutralpose.

Step9CharacterRiggingTip:WeightingVerticesManually
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Thisisanoptionalstep.Justsometheory andtips.Ify ouarelucky y oucangetpretty goodresultsjustby adjustingtheenv elopessizes,butthereisoftenaneedtofinetunethebehav iorofindiv idualv erticesaswell.To weightv erticesmanually : 1 . TurnTurbosmoothoff(t om a k eselect in g v er t icesea sier ) 2. TurnV erticeson(Sk in >Pa r a m et er s>V er t ices) 3. Nowy oucanselectv erticesony ourcharactersoselectthev erticesy ouwouldliketoadjust(select edv er t ices
a r ein dica t edby w h it esm a llsu r r ou n din g box es)

4. Selectthebone(eit h er in t h ev iew por t or in t h ebon eslist )forwhichy ouwanttochangethev ertex weights 5. AdjustthetheAbs.Effectv alue(Sk in >W eig h t Pr oper t ies)tosetthenewv ertex weight (Theweightv alueofav ertex (Abs.Effect)alway samountsto1 .0.Thisv aluecanbediv idedbetweensev eral bones.Forex ample,v ertex sweightcouldbe0.7 forbone1 and0.3forbone2.Inthatcasethebone1 would hav emuchhigherinfluenceonthev ertex .Inotherwords,thev ertex wouldfollowthemov ementofbone1 much morethanitwouldthemov ementofbone2.) Tip:Theweighting/skinningprocesscanbemadeeasierby animatingthebones.Justanimatesomenaturalbone mov ements.Atfirst,thecharacterwilllookugly anddistortedbutkeepinmindthataslongasy oukeeptheneutral poseinkey frame0,nothingwillbreak.Y oucanalway srev erseev ery thingby goingtoframe0andremov ingall thekey frames.Thebenefitoftheanimationsisremarkable.Y oucanseethedeformingcharacterwhileworkingon env elopesjustby mov ingbackandforthonthetimeline.

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Thatsmy takeoncharacterrigging.Letscontinueinthecomments!Incasey ourewondering,Imadethelightand gloweffectsinPhotoshop.

Clicktoshareifyoulikeit!

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96ResponsestoCharacterRigging
OlderComments

. say s:
JANUARY 13, 2011 AT 12:58 AM

nomoretuts?
REPLY

Thomas say s:
JANUARY 15, 2011 AT 10:27 PM

Thanks,greattutorials.Justfinishedall4!Theclearestandeasy iettofollowthatIv eev ertried!


REPLY

Daniel say s:
JANUARY 19, 2011 AT 5:39 AM

Amazing,really nicestuff,Ilearnedalotfollowingy ourtuts.but,thereisonethingIcannotfigureouthowto maketheey es????y oudontex plainitany where,andImnewto3ds.soIdontknowhow:S thx


REPLY

polygonblog say s:
JANUARY 20, 2011 AT 8:47 PM

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ThanksDaniel!Theey esarejuststandardspheresthatarelinkedtotheheadbone.Thematerialisjustablack andshiny .


REPLY

3DMaxer say s:
JANUARY 20, 2011 AT 4:41 PM

WerewaitingforMoreTuts,keepitUpAntti.
REPLY

polygonblog say s:
JANUARY 20, 2011 AT 8:49 PM

Thanks,willdomore.Iv ejustbeenreally busy lately .Illtry topostnewtutnex tweek.


REPLY

Mohsen say s:
JANUARY 25, 2011 AT 10:55 AM

y ousav emy time. thanky ouv ery mach. Goodwork!!


REPLY

abhijeetsinha say s:
JANUARY 29, 2011 AT 8:47 PM

greattuts.itsv ey nice. whatisIKandhowtomakehandlerstorotateabody partlikeey esortomov elegs,hands many thanks!


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DennisJensen say s:
FEBRUARY 1, 2011 AT 6:47 PM

Nicetutorial.Imaold3dsmax dudemy self Butiswitchedov ertomay a.Any way ImdoingsomeMay atutorialsaboutriggingaswellify ouev erwanttocheck thatout.Itisonmy site: http://poly face.com Cheers /Dennis
REPLY

stutallon say s:
FEBRUARY 1, 2011 AT 10:44 PM

hey greattutorials. ihav eaproblemwiththemorphermodifier.wheniaddmy morphtargetandspinittoseeitmov eitgoesallwierd andallov ertheplaceany ideas??psimnotaddingorremov ingany v ertices thanksagainforthetutorials..!!
REPLY

Nick say s:
FEBRUARY 2, 2011 AT 2:41 AM

ThisisagreatseriesoftutswhichIfindfarbetterthanmany ofthebooksIv eread. Thequestionis:couldy oudoatutorialondoingsomebasicanimationswiththeabov emonster?

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Kura say s:
FEBRUARY 3, 2011 AT 11:42 AM

Iv ethesameproblemlikeStutallon. TheselectV ertex eswereallflewandgowierd Help! ButthisTutorialistgread! Ithelpssomuch!


REPLY

eLKhair say s:
FEBRUARY 10, 2011 AT 7:18 AM

greatstutbro Ilikesinceimbeginnerin3dsMax any howcanUgiv eussomemoretussothebeginnerslikemecanlearnagainhowtoimprov eourskillonit?? orcanUmailmesomemodelforlearn??? greatthanksbfore..


REPLY

Timon say s:
FEBRUARY 10, 2011 AT 12:06 PM

Y ouareawesomeMAN
REPLY

Jules say s:
FEBRUARY 13, 2011 AT 12:35 AM

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Hereissomeonewhowantstothanky ouv ery much: https://lh3.googleusercontent.com/_7 v ZJsLEGJ_w/TV cJ4x y wSdI/AAAAAAAAAB4/M9O4BNFpg4w/s800/monster_mit_herz.jpg Awesometutorials,thanky ousomuch!
REPLY

polygonblog say s:
FEBRUARY 13, 2011 AT 12:44 PM

Y ourewelcome!V ery nicepicJules!


REPLY

Enlighten say s:
FEBRUARY 24, 2011 AT 1:00 AM

ThesearegreattutorialsbutIfeelthattheresonethingmissinganimation. Ihav efollowedthemalluptothispointwheremy characterisrigged.NowIwanttoanimatemy modeltobeused inagraphicengine(JMonkey ).HowdoIsetanimationsforthismodel?Forex ample:walk,run,wav eetc.


REPLY

Hash say s:
MARCH 9, 2011 AT 1:57 PM

Hi Greattutorial butcany oumakeitv ideotutorial?


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Eldar say s:
MARCH 14, 2011 AT 6:02 PM

SameproblemasStutallonandKura.Inmy morpheronly halfofthemonstergoescrazy ,ithinkitsbecausethe sy mmetry modifierdoingsomthingwrong.Pleasereply .


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sandhujatin say s:
MARCH 19, 2011 AT 5:00 PM

Suchahelpingtutorial..thanx
REPLY

Abel say s:
MARCH 21, 2011 AT 8:46 PM

IthappenedthesametomeasStutallon,KuraandEldar.Itriedmany timesbutcouldntmakeit.Nowifounda workaround:insteadofusingthev ertex subojectoption,usethepoly gonoptiontocreatethemouthex pression. Doingitthisway workedforme,hopeithelps!!


REPLY

Gustavo say s:
MARCH 27, 2011 AT 12:10 AM

Hey ,infistplace,thanksfory ourtutorials,they arev ery helpfullandawesome!! Iv emadeallofthem,thisisthelastone,butiv ehadthesameproblemsofKura,Eldarandsomeothers,butiv e foundaty peofsolution.. Inmy workiv eneededtoflipthesy mmetry ,ididntknowifthisistheproblem,butifIaddamodifierturnto meshunderthesy mmetry themorpherworks,buttheuv wmapneedsomeajustments Idontknowwhy thisishappening,butifthereisasolutionwithoutturntheobjectinamesh,andajustthetex ture willbegreat! ImfromBrazilandlearnedEnglishby my own,sosorry aboutany mistakes,andonemoretime,thanksforthe

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greathelp,andcongratulationsfory ourawesomeblog!
REPLY

polygonblog say s:
MARCH 27, 2011 AT 10:14 AM

Iftheotherhalfofthemonsterisbehav ingstrangely y oucould: 1 .Firstmakesurethatmorpherandskinmodifiersareabov ethesy mmetry modifier. 2.Ify ouarestillhav ingtrouble,collapsethemodifierstack(rightclickontheSy mmetry modifierandselect collapsetofromthemenu).
REPLY

Eldar say s:
MARCH 29, 2011 AT 10:28 PM

Itsstillnotworking

thosestepsdonthelp
REPLY

Eldar say s:
MARCH 30, 2011 AT 2:17 PM

Ihav efinally figureditout

.Ihav ecollapsedthemodifierstackinmy monsterclone(by clickingcollapsetoon

thesy mmetry modifier),Idontremov edany uv wsandturbosmooth.IjustclickedontheEditPoly modifierto makefacialex pression.Inmy originalmonsterImadeamorphermodifierbelowtheskinmodifierandev ery thing nowworksfine.Thebadthingisthatwheny ouaremakingfacialex pressionsy oucantmadethemsy mmetrical becausethismodifierdoesntex ist Hopethishelp Nowmy monsterisfully ready foraction :D:D
REPLY

Ergodiem say s:
APRIL 8, 2011 AT 12:19 AM

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Inmy case,nooneofthealternativ eex pressionsworksforMorpher,whenIclickonpicktarget,Ijustcantclick ontheothersmodels.Ibeliev eitisbecausemy originalmodelistoomuchturbosmoothedthantheothers. Besides,Itriedtosimply clonetheoriginalmodel,modify italittleandIsucceededinpickingatarget,butev entat 1 00%theoriginalmodelwouldntchange. IguessIllhav etodowithouttheex pressions,toobad:/
REPLY

Chandan say s:
APRIL 9, 2011 AT 10:34 PM

ThanksMan,greattutorials!
REPLY

anupbande say s:
APRIL 13, 2011 AT 5:25 AM

Afterreadingthisifirsttimefeelthaticanalsodotheriggingpartinmax .Thankssir.
REPLY

mario say s:
APRIL 25, 2011 AT 5:34 AM

ureamazingifollowedthefourofurtutorialsandifelttotally guidedfromstarttoend,thanksalotiv elearneda lot,pleasedonev erstopmakingthiskindoftutorials,greetings


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mario say s:
APRIL 25, 2011 AT 5:41 AM

by theway ,fortheproblemofthemorphmodifier,isolv editby collapsingfromsy mmetry andjustleav ing TURBOSMOTHandEDITPOLY ,thenicopiedandputitinarationto1 ,startedtomov inv ertex tilligetthewanted

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ex pression,andatlastpickthatonefromthesceneinmorphmodifierfromtheoriginalmodel,theny ougoupto 1 00,uwillseeitworks,


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VayGrant say s:
APRIL 26, 2011 AT 9:41 PM

Ihav ebeenhav ingaproblemrendering.Whenirenderthefrontofthecreatureisinv isible,soicanseethroughall theway totheback,soithasnoface,justfloatingey es,andnomatterhowiturnthev iewitshowsmetheopposite side.Canany onehelpme?Iv elookedthroughthedifferentsettingsandthey lookcorrect,andiv elookedatolder filesbutthey dothesamething.Soitstartedev enbeforetheUv wmapping.Helpwouldbegreatly appreciated. Thanky ou!
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polygonblog say s:
APRIL 28, 2011 AT 7:20 AM

Itsoundslikey oushouldflipy ourpoly gons:GototheEditPoly modifierandactiv atethepoly gonsubobject lev el.PressCTRL+Ainkey boardtoselectallthepoly gons.Finally clickFlipbuttonintheEditPoly modifier.
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VayGrant say s:
APRIL 28, 2011 AT 8:37 PM

Thanksabunch,ididwhaty ousaidandithelpedalot.Y oudidagreatjobontheinstructions,thanks again.

Corey say s:
APRIL 28, 2011 AT 2:16 AM

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hey greattut buthowtoy ouchangetheareathebonecontrols?


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Dillon say s:
MAY 1, 2011 AT 3:05 AM

Ok,soev ery thingisallhunky dory untiligettotheparttomakethedummy andlinkthespineandfirstlegbone.I linkedthem,butwhenimov ethedummy ,nothingmov es.Also,ilinkedtheey estotheheadboneandwhenimov e that,theey esstay put!PleaseAssist
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tellurye say s:
MAY 14, 2011 AT 11:12 PM

Thankssomuchforthistutorial!Ihadntmessedaroundwithmax since4.2 in201 1 .Thisisawesomehelp!!

soIwaslikeman,howdoIdothat

Imtry ingtomakeacustomcharacersomy demoreelwillbedifferentthantheotherstudents.


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xakier say s:
MAY 20, 2011 AT 12:44 PM

thnks!!!!!!
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Spikec say s:
JUNE 20, 2011 AT 9:22 PM

Hi,irealy hav etothanky oufory oututorials,ijustlov ehowdetailedthey are.

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Butihav esameproblemwithsy metry morpher,cansomeonegiv emesomedetailedsolution?Itrieddifferent thingswithcollapsingetc.butnothingworked


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darionleigh say s:
OCTOBER 10, 2011 AT 10:12 PM

Awesomestuff.really clearandhelpful.Bitstuckonthisbit.Cantfindtherollout.Cany ousendmeascreengrab? really grateful NowalltheIKsolv ershav ebeencreated.Atthemomenty oucantrotateindiv idualbonesintheIKchain.Tobe abletodothat,selecttheIKhandle,gotothemotionpanel,andclickEnabledintheIKSolv errollout.Thisisthe on/offswitchforinv ersekinematicsfortheselectedIKchain.Thisbuttoncanalsobeanimatedsotheanimatorcan easily switchbetweeninv ersekinematicsandforwardkinematics(justrotatingthebonesinthechain)while animatingthecharacter.Leav eitonfornow. Asafinalthing,try tomov ethegreendummy toseehowthecharacterrespondswheninv ersekinematicsisinuse (undoafterwards).
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darionleigh say s:
OCTOBER 10, 2011 AT 10:33 PM

Whoops.solv editmy self.May beamendthatinstructiontomakeitclearthaty ouhav etoclickonenabledto effectiv ly disableit.Any way thanksforthetutorialsagain.
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Kingsley say s:
OCTOBER 28, 2011 AT 4:05 AM

Hipoly gonBlog, Thanky ousomuchIabsolutely lov ey oututorialssimpletounderstand,directandtothepointanddoingitstep by stepIlearntalot!!!Pleasecany oudoapart5ofAnimatingtheMonster?Idealy usingdifferentanimation techniquesI.eparametricusingthecurv esheetandthedopesheetaswellasconstraintsandthenhelper,and

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dummy objectstodoabitmorecomplex stufflikehowtheanimationsareonToy story Orjusttheanimatingthemonsterlaughingoutloudex cessiv ely ,swimming,running,doingsomemartialarts mov eperhaps?ThankspleasemoremoremoreonAnimationtocompletey ouFIV Eparttutorial..y ouhav edone 4justtheAnimationoneisleft? Thanks Kingsley
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