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3DTotal Tutorials
'3D Studio MAX'
.
"Character Rigging" by Sergio Muciño
Email:
sergiom@maxtd.com
--- Web:
www.maxtd.com
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Allright. Let's start this new series of character rigging tutorials. Again, and in the name of simplicity, we'll be using my ol' trusty bipedal
character, Astro. He gladly voluntaired for re-boning, skinning and IK setup (I must mention I also re-modeled his torso, arms and legs.
He's now a patch guy). A task that wasn't easy on itself, but very enlighting (in terms
of r4's new character features). This experience was made less painful thanks to
the invaluable help of some people.
CREDIT WHERE CREDIT IS DUE
A couple of people who contribuited to this IK setup with invaluable information are
Paul Neale
and
Michael B.Comet.
Both contributed with a lot of ideas and designs
regarding character setup. I'll continue to mention them as it becomes necessary.
WORDS OF CAUTION
1. One thing. I'll be constantly mentioning I align certain objects to other objects.
Usually, when I do this, I align both the position AND the orientation. This is
extremely important, due to the way rotations work. Refer to the pictures if in doubt.
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2. Also, as a suggestion, as I'm working I constantly set locks on my objects. For example, in my rotator objects, I always turn on the
move and scale locks in all axes. This is to prevent doing unwanted transformations on my objects (rotators are supposed to only
rotate). This is a good working habit, and although I don't mention my lock setting throughout the tutorial, you should to easily inferr
which locks to turn on per object.
3. One more thing you should remember THROUGHOUT the whole tutorial... ALL of the IK solvers used in this tutorial have their parent
space set to Start Joint. This prevents gimble locking on the chain. REMEMBER to set this one for each solver created UNLESS
NOTED OTHERWISE.
4. I use sometimes local euler controllers. These are helpful under certain situations. To determine when you need them, perform the
following test. Grab the object you'll rotate. Animate the rotation. Playback. If you notice the object wobbles instead of rotating on the
axis its supposed to, you'll be better off using local eulers. Local eulers are no longer supported as part of the UI, but they can be
assigned via maxscript. Just copy the following text onto the listener, select it, and drag it onto a toolbar...
local objetos = selection as array
for i = 1 to objetos.count do
(
select objetos[i]
objetos[i].rotation.controller = Local_Euler_XYZ()
To use it, just select the object(s) you'll be assigning local euler controllers, and hit the button. It'll instantly assign local euler controllers
to those objects. Swami also wrote a similar script and posted it in the forum, so you might want to check it out. A WARNING HERE!
Local euler controllers behave strangely a lot of times. Some of the things you'll notice are gimble locking and reverse-rotations. These,
however, can be easily taken care of, and the benefits justify them. There is also another script at scriptspot that changes the axis order
for euler controllers. That'd give you a local euler behavior, without the drawbacks. I haven't tried that, but you might want to.
OK. So, let's get started.
THE SKELETON
For Astro's skeleton, I decided to use R4's new bone objects. If you're importing a character made in previous versions of the software
(as I did), first delete all skin modifiers before deleting the old bones. I won't go into much detail about the skeleton design, since it's
pretty straightforward. In general, create your bones and joints as close as possible to the real thing. If you're building a human
skeleton, look into anatomy charts to see where bones lie and how they should be connected. The same for animals, etc. Let's take a
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look at Astro's skeleton...
SPINE AND NECK:
As you can see, the spine
was created using a bottom-up approach. That
means I started with the joint at the waist, and
proceeded towards the neck. You can create the
neck and 'head bone' as part of the same chain.
The spine will be animated using FK, with some
custom controls to aid in the process. Draw the
spine in any viewport. Then, turn on the bone's
fins to see which way they're facing, and rotate
them if necessary (the 'front' fins should be
pointing towards the chest, and the 'back' fins
towards the back). You may want to use snaps
to ensure the spine is really straight. It doesn't
matter, since we'll be using FK to animate it.
You can delete the small bone created at the tip
of it (you won't be using IK with it, so it's not
necessary). Remember, always use a clear
naming convention here. It's very important to
keep cleanliness in your projects, or you'll be
VERY sorry later when we start setting up
controls for the character. I named my bones
like this (from top to bottom): Bone_Spine01 -
Bone_Spine02 - ..... - Bone_Spine06. To create
the neck, just continue upwards creating two
more bones. Mines are A_Bone_neck and
A_Bone_head (The A_ prefix I should continue
to use refers to this character in particular. This is to avoid confusion when merging more characters onto the scene). The fins you see
coming out from the back of the character are used for visual refernce of the character's actual volume (he's got a backpack).
ARMS
The arms are pretty straightforward. Just Draw them from the shoulder to the wrist. It's best to do it in the top viewport.
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Then, add a small bone that goes from the middle-top of the chest to the shoulder. This will be the 'clavicle' bone. Draw it somewhere
away from the other bones, so that it doesn't become auto-linked to the other chains, and move it to its proper position. I named these
bones like this: Bone_clavicleRT - Bone_armRT - Bone_forearmRT. (RT stands for right side. I name the left side bones in the same
way but with a LT suffix).
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LEGS
Another simple setup. It uses three (ok, four) bones. The ususal three for the leg (thigh, calf, and the small 'tip' bone we need for the IK
solver to work), and a bone that goes on top of the chain. This bone will not move, and is only there for skinnig purposes, so link the
thigh bone to it. I named them A_Bone_skinleg, A_Bone_thigh and A_Bone_calf.
FEET
The feet have a very straight-forward bone setup. Just create one bone from the ankle to the ball of the foot, another from the ball to the
toes, and leave the small tip bone there. Just make sure NOT to auto-link the first bone to the leg's calf bone or the IKterminator bone.
They're named A_Bone_foot, A_Bone_toes, and A_Bone_IKterminator_foot.
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