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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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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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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).
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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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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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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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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:
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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. )
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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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Clicktoshareifyoulikeit!
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96ResponsestoCharacterRigging
OlderComments
. say s:
JANUARY 13, 2011 AT 12:58 AM
nomoretuts?
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Thomas say s:
JANUARY 15, 2011 AT 10:27 PM
Daniel say s:
JANUARY 19, 2011 AT 5:39 AM
polygonblog say s:
JANUARY 20, 2011 AT 8:47 PM
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3DMaxer say s:
JANUARY 20, 2011 AT 4:41 PM
WerewaitingforMoreTuts,keepitUpAntti.
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polygonblog say s:
JANUARY 20, 2011 AT 8:49 PM
Mohsen say s:
JANUARY 25, 2011 AT 10:55 AM
abhijeetsinha say s:
JANUARY 29, 2011 AT 8:47 PM
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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
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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..!!
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Nick say s:
FEBRUARY 2, 2011 AT 2:41 AM
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Kura say s:
FEBRUARY 3, 2011 AT 11:42 AM
eLKhair say s:
FEBRUARY 10, 2011 AT 7:18 AM
Timon say s:
FEBRUARY 10, 2011 AT 12:06 PM
Y ouareawesomeMAN
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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!
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polygonblog say s:
FEBRUARY 13, 2011 AT 12:44 PM
Enlighten say s:
FEBRUARY 24, 2011 AT 1:00 AM
Hash say s:
MARCH 9, 2011 AT 1:57 PM
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Eldar say s:
MARCH 14, 2011 AT 6:02 PM
sandhujatin say s:
MARCH 19, 2011 AT 5:00 PM
Suchahelpingtutorial..thanx
REPLY
Abel say s:
MARCH 21, 2011 AT 8:46 PM
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!
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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).
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Eldar say s:
MARCH 29, 2011 AT 10:28 PM
Itsstillnotworking
thosestepsdonthelp
REPLY
Eldar say s:
MARCH 30, 2011 AT 2:17 PM
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
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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:/
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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
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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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!
REPLY
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
Corey say s:
APRIL 28, 2011 AT 2:16 AM
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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
soIwaslikeman,howdoIdothat
xakier say s:
MAY 20, 2011 AT 12:44 PM
thnks!!!!!!
REPLY
Spikec say s:
JUNE 20, 2011 AT 9:22 PM
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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).
REPLY
darionleigh say s:
OCTOBER 10, 2011 AT 10:33 PM
Whoops.solv editmy self.May beamendthatinstructiontomakeitclearthaty ouhav etoclickonenabledto effectiv ly disableit.Any way thanksforthetutorialsagain.
REPLY
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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