Welcome To VertexTemplates.com 3D Studio Max Tutorials Area - Connecting and Animating Bones |
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Connecting and animating bones is one of the fundamental skills required for making computer-generated animation. This tutorial will how to do it and in spoonodelic style, nonetheless. The following tutorial works best if you have a character that you have created and would now like to animate. If you don't have a character, the following 3DSMax file will provide you with something to practice on. Please right click and Save As... this link. This tutorial will go through the motions of applying a simple IK Bone Setup and key frame animation.
--------------------------------------------------------------- Part Two: Creating the IK Chain 4. If you try moving any of the bones, they will swivel from the bone above it and the bones below will remain locked. However, 3DSMax will do a lot of the work necessary to constrain the bones to bend more naturally. Select the bone between the toe and the ankle so that it is highlighted. 5. Select the Animation>IK Solvers>HI Solver from the top menu (6th from the right) 5. Before continuing, make sure that the mesh editing selection tools are unselected. Just as the image above shows that the vertices are chosen (in yellow), they must be clicked again to shut it off (and removing the yellow highlight.)
--------------------------------------------------------------- Part Three: Skinning and Envelopes The final portion of this animation will skin the bones to the limb so that when you move the cross-hair, the leg will move in the same way. However, even though it should work 'out-of-the-box' it never does and some tweaking will need to take place. This is where Envelopes will come in. 8. Select the limb and then select Modify on the Command Panel. 9. Click the Modifier List and scroll down to the Skin option. 10. In the Parameters Rollout click the Add Bone and choose the all the bones and the IK Chain. Click the Select button when done. 11.
12. Leave the leg out of position so that you can see the stretching. 13. Select the limb once again and select Modify and then Edit Envelopes 14. Select any of the bones and it will provide you a highlighted area of the leg. These highlighted areas are envelopes that control how much strength and control each bone has on a limb. Wherever two envelopes overlap, a bending will occur that is much softer and create the movement expected at a joint in the body.
16. The final result will allow your limb a normal movement without any stretching or abnormalities. The bones can be taken further by examining the Skin modifier properties. By selecting Skin so that it is highlighted, gizmo's can be setup for muscle and joint movement. Imagine having the muscle bulge when flexed! Below is what it should look like. Click Here to download and preview ----------------------------------------------------
As a final note, you may want to take a look at the leg provided for this tutorial. It was created out of a single box with nothing more than the bevel tools and a smooth modifier. Notice that wherever the joints move, lines and vertices were created to allow the bending to occur. Consequently, the absence of points, or too few points can make the animation look horrible no matter how the bones have been setup. |
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