This what i have been working on the past couple of weeks (1-2 hours per day strung out over about 3 weeks) - normally takes about 1 day of straight work, but spare time is a little hard to come by atm.
This is a completly functioning Rig (well Almost - Tail still is under Construction).
This is the part of the model that, if I do my job correctly, you should never see. This is also for those who aksed to see my rig setup - you know who you are.
This is what i call Bones Level 1 - including all base structure bones for the body.
Next up are muscle/buldge bones, followed by sub-action bones(tail, ears and other free hanging extremeties) and Psudo Fur Bones/controls for giving manual control for pre-simulated object.
A seperate skeleton will also be added to control clothes and props that are not completely simulated - but that comes much later.
Object credits: (insert text scroll effect here)
27 Helpers,
35 Shape Controls,
139 Geometry Controls, and
75 Bones
Special Thanks Go to:
25 Script Contollers/Wire Parametres(Rotation) - For doing the stuff i'm to lazy too do
This is a completly functioning Rig (well Almost - Tail still is under Construction).
This is the part of the model that, if I do my job correctly, you should never see. This is also for those who aksed to see my rig setup - you know who you are.
This is what i call Bones Level 1 - including all base structure bones for the body.
Next up are muscle/buldge bones, followed by sub-action bones(tail, ears and other free hanging extremeties) and Psudo Fur Bones/controls for giving manual control for pre-simulated object.
A seperate skeleton will also be added to control clothes and props that are not completely simulated - but that comes much later.
Object credits: (insert text scroll effect here)
27 Helpers,
35 Shape Controls,
139 Geometry Controls, and
75 Bones
Special Thanks Go to:
25 Script Contollers/Wire Parametres(Rotation) - For doing the stuff i'm to lazy too do
Category Current Events / Miscellaneous
Species Wolf
Size 1280 x 960px
File Size 222.7 kB
3ds max used to come with some pretty extensive help files (back in the day of max 5), so i learn't alot from there, net tutorials are good, video demonstrations from the autodesk website and stuff i have seen on other peoples rigs.
Other than that i just knew what i needed it to do and i used what i knew about 3ds max to make it work.
Other than that i just knew what i needed it to do and i used what i knew about 3ds max to make it work.
It looks more complitated than it is.
I built the control hierachy so that the sub controls are constrained to differing main controls. eg, the elbow controls are equally weighted between the shoulder and wrist controls, same with the knee, foot and hips respectivly). So you only really have to use the main controls (wrists, feet, waist, head) to get the base pose and then make minor tweeks to the sub controls to change the rotation of the limbs. All controls can also be renturned zero'd back to the base stance.
One waist control works the the spine curl rotation, the second does the spine/upper torsoe rotation from the point of the hips, while the third works the entire rig.
I built the control hierachy so that the sub controls are constrained to differing main controls. eg, the elbow controls are equally weighted between the shoulder and wrist controls, same with the knee, foot and hips respectivly). So you only really have to use the main controls (wrists, feet, waist, head) to get the base pose and then make minor tweeks to the sub controls to change the rotation of the limbs. All controls can also be renturned zero'd back to the base stance.
One waist control works the the spine curl rotation, the second does the spine/upper torsoe rotation from the point of the hips, while the third works the entire rig.
this skeleton was constructed manually, but max does come with pre made, customisable rigs called bipeds - but they can have random issues and blow out the max file size after a while which slows down save/load times significantly. i only use the bipeds for quick rigs and very minor characters
Thanks for the comment ;)
This version doesn't have any muscle bones or buldge angle bones -unlike the current version that should be ready in a couple of days. So there is still a few more additions that have to be made.
Btw, what do you use to simulate the fur on your models, I am still trying to get the max hair to work properly.
This version doesn't have any muscle bones or buldge angle bones -unlike the current version that should be ready in a couple of days. So there is still a few more additions that have to be made.
Btw, what do you use to simulate the fur on your models, I am still trying to get the max hair to work properly.
I'm not exactly sure what max fur is. But I think that problably wont work on polygon models. Maya fur dose not. And since it's all Autodesk, I think that is problably the case. I am using Shave and a Haircut. It works on polys. It's not perfect, but it is the best solution I have found so far. Fur however is a expensive endeavor.
If you want to chat more about it, please PM me.
If you want to chat more about it, please PM me.
sweet another max user (we are becoming fewer by the day)
Yeah, i can't stand spline Ik's, they are so unpredictable when it comes to rotation and stuff. I only use them for tails or anything that has a large number of joints.
If you wanna discuss anything, feel free to PM me if you want ;)
Yeah, i can't stand spline Ik's, they are so unpredictable when it comes to rotation and stuff. I only use them for tails or anything that has a large number of joints.
If you wanna discuss anything, feel free to PM me if you want ;)
Looks alright, but really heavy on the controller side. Is this for games or just to keep in Max?
Also, usually the less controllers you have, the better :p I know for a fact that animators loathe all the controllers sometimes, even if they are fun to make!
Color code these suckers, and give them different shapes, so you know just by looking which one can move, rotate and so on. I also suggest color coding the bones. A good convention is the one with the biped uses, green for one side, blue for the other. Helps a lot when animating or critiquing animations.
The tail has way too many bones, considering its low poly on the model. No use having all those bending points if the model itself can't bend more than the bones!
Looks good otherwise :)
Also, usually the less controllers you have, the better :p I know for a fact that animators loathe all the controllers sometimes, even if they are fun to make!
Color code these suckers, and give them different shapes, so you know just by looking which one can move, rotate and so on. I also suggest color coding the bones. A good convention is the one with the biped uses, green for one side, blue for the other. Helps a lot when animating or critiquing animations.
The tail has way too many bones, considering its low poly on the model. No use having all those bending points if the model itself can't bend more than the bones!
Looks good otherwise :)
This Rigs only being used in Max. In this display, not only are the controllers displayed, but also the zero points for each control and also the sub-controls (Controls that are conrolled by other controls ;) ). So it does look very cluttered, just to show all of the stuff that is involved in a partially working rig.
The Tail is incomplete, on the finished Model the poly count on the tail is much higher, so the extra bones are not entirely wasted.
The Tail is incomplete, on the finished Model the poly count on the tail is much higher, so the extra bones are not entirely wasted.
This is how I used to have to do it prior to Character Studio's incorporation into Max, They were dark days indeed ;P
I Now use a Biped Rig to drive a standard Max Bone setup, using normal Bones and rigging to fill the holes/failings in the Biped Rig - Biped Pose copy/paste functionality is a fucking god send :)
I Now use a Biped Rig to drive a standard Max Bone setup, using normal Bones and rigging to fill the holes/failings in the Biped Rig - Biped Pose copy/paste functionality is a fucking god send :)
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