In this tutorial, you learn the basic workflow for animating a skeleton. We start by adding flexibility to the limbs working from the feet up. Unlike with the creation and skinning of a skeleton, there are no Symmetry Tools to simplify rigging, so what you do on a left limb must be duplicated on the right limb. In this tutorial, we will create the left limb as an example for the workflow.
- Recorded in: 3ds Max 2013
- This tutorial is intended for use with 3ds Max version 2013 or higher.
00:00:02 --> 00:00:09
With the skeleton in place and the geometry properly skinned to the skeleton, it is now time to rig your character.
00:00:10 --> 00:00:16
Unlike automated systems like biped or CAT, here, you need to do the work manually.
00:00:17 --> 00:00:22
This includes setting up IK chains, adding helpers to manipulate the skeleton,
00:00:22 --> 00:00:27
and ultimately adding custom attributes to simplify the animation process.
00:00:28 --> 00:00:35
You'll start with the left foot but keep in mind that the workflow shown here is by no means the only way to rig a foot.
00:00:36 --> 00:00:40
You'll start with the IK chains that drive the behavior of the left foot.
00:00:40 --> 00:00:45
There are no shortcuts or symmetry tools to rig left and right limbs,
00:00:45 --> 00:00:50
so what you learn to do on one foot, you'll need to reproduce on the other.
00:00:50 --> 00:00:56
Hide the Geometry category before moving on. You won't need to see the character's mesh for a while.
00:00:57 --> 00:01:00
You can also hide the mesh layer if you prefer that technique.
00:01:01 --> 00:01:06
Unhide the IK/FK bones on the arms by using Unhide All.
00:01:07 --> 00:01:11
This may be a good time to view the scene in wireframe mode by using F3.
00:01:12 --> 00:01:15
Zoom in on the left leg and adjust your point of view.
00:01:16 --> 00:01:21
You will need three IK solvers to control the behavior of the left foot.
00:01:21 --> 00:01:31
Select the foot and then choose Animation > IK Solvers > HI Solver and then point and click the left thigh.
00:01:31 --> 00:01:36
A new IK Chain is created that you can manipulate to drive the heel.
00:01:36 --> 00:01:40
The gizmo you manipulate is referred to as an IK Goal.
00:01:41 --> 00:01:46
Rename it: zombie_l_heel_IKGoal
00:01:51 --> 00:01:56
Repeat the procedure to create another IK chain between the heel and the ball of the foot.
00:01:57 --> 00:02:03
Rename the new IK Goal: zombie_l_ball_IKGoal
00:02:07 --> 00:02:11
Create a third chain between the ball of the foot and the toe tip.
00:02:12 --> 00:02:17
Rename the goal: zombie_l_toe_IKGoal
00:02:18 --> 00:02:22
These newly created IK Goals are needed to manipulate the foot.
00:02:22 --> 00:02:28
However, your work is not done yet. You still need to introduce more help into the system.
00:02:28 --> 00:02:33
The next step involves the introduction of four helper objects to help with the setup.
00:02:34 --> 00:02:39
You will be using Point helpers as they are easier to resize than dummies.
00:02:40 --> 00:02:44
You will need four point helpers, each with a specific task.
00:02:44 --> 00:02:49
These tasks will become clear once you make the connections between IK goals and point helpers.
00:02:49 --> 00:02:52
But first, you need to create them.
00:02:52 --> 00:02:54
Create a point helper in the scene.
00:02:59 --> 00:03:04
Set it in Box mode only and set its size to 4.
00:03:08 --> 00:03:14
Rename it: zombie_l_HeelPeel_hlp
00:03:21 --> 00:03:31
Align it to the ball of the left foot, pivot to pivot, in position and orientation modes.
00:03:31 --> 00:03:35
Make sure you align it to the bone and not to the IK Goal.
00:03:35 --> 00:03:43
This way, it will be oriented the same as the bone, and so favors the local-Z axis as a primary rotation.
00:03:47 --> 00:03:51
Looking at it from the left view, it is slightly angled.
00:03:51 --> 00:03:57
You can leave it like that but if you prefer a cleaner look, you can adjust the angle slightly.
00:04:01 --> 00:04:10
More importantly, it's still generally oriented the same way as the bone, with the local Z-axis as a primary rotation axis.
00:04:17 --> 00:04:21
Use Shift+Move to make a clone of the point helper.
00:04:21 --> 00:04:28
Make sure it's set to Copy and name it: zombie_l_Heel_hlp
00:04:32 --> 00:04:41
Align it to the heel bone but only in position. This works better visually and the Z-axis is still oriented in the correct direction.
00:04:42 --> 00:04:51
Use Shift+Move again to make another clone in Copy mode and name it: zombie_l_ToeLift_hlp
00:04:53 --> 00:04:57
Align it to the toe nub in Position XYZ only.
00:04:58 --> 00:05:07
Select the zombie_l_HeelPeel_hlp helper again and make another copy, this time using Edit > Clone.
00:05:07 --> 00:05:15
Make sure you are set in Copy mode and name the clone zombie_l_ToeTap_hlp
00:05:17 --> 00:05:23
In the Modify panel set its size to be slightly larger, a value of 5 should be adequate.
00:05:23 --> 00:05:28
The position of the toe tip and heel helpers still need a bit of adjusting.
00:05:28 --> 00:05:32
You'll need to temporarily unhide the geometry to help you with that task.
00:05:33 --> 00:05:35
Go to a side view such as Left.
00:05:36 --> 00:05:40
Display the grid by using the G toggle,
00:05:43 --> 00:05:46
and select the heel helper.
00:05:47 --> 00:05:51
Set its Z-Position to 0 so its level with the ground.
00:05:52 --> 00:05:57
Move it back on the X-Axis so it's located at the back of the foot.
00:05:57 --> 00:06:01
This helper will eventually act as a pivot point for the heel rotation.
00:06:02 --> 00:06:08
Similarly, select the toe tip helper and set its Z-Position to 0.
00:06:09 --> 00:06:14
If you need to, adjust its X-Position so that it is at the shoe tip.
00:06:15 --> 00:06:19
This will act as a rotation base for when the toes are in contact with the ground.
00:06:20 --> 00:06:24
Leave the other two helpers where you previously placed them.
00:06:26 --> 00:06:31
As a side note, notice how the different object types have different suffixes,
00:06:31 --> 00:06:37
bone for bone objects, hlp for helpers and IKGoal for IK solutions.
00:06:38 --> 00:06:42
This is all part of scene management to make objects easier to identify.
00:06:42 --> 00:06:48
Speaking of which, you may want to go to the LayerRigging a Character in 3ds Max - Part 1 - Foot Helpers and IK Chains
Notes
Transcript00:00:02 --> 00:00:09
With the skeleton in place and the geometry properly skinned to the skeleton, it is now time to rig your character.
00:00:10 --> 00:00:16
Unlike automated systems like biped or CAT, here, you need to do the work manually.
00:00:17 --> 00:00:22
This includes setting up IK chains, adding helpers to manipulate the skeleton,
00:00:22 --> 00:00:27
and ultimately adding custom attributes to simplify the animation process.
00:00:28 --> 00:00:35
You'll start with the left foot but keep in mind that the workflow shown here is by no means the only way to rig a foot.
00:00:36 --> 00:00:40
You'll start with the IK chains that drive the behavior of the left foot.
00:00:40 --> 00:00:45
There are no shortcuts or symmetry tools to rig left and right limbs,
00:00:45 --> 00:00:50
so what you learn to do on one foot, you'll need to reproduce on the other.
00:00:50 --> 00:00:56
Hide the Geometry category before moving on. You won't need to see the character's mesh for a while.
00:00:57 --> 00:01:00
You can also hide the mesh layer if you prefer that technique.
00:01:01 --> 00:01:06
Unhide the IK/FK bones on the arms by using Unhide All.
00:01:07 --> 00:01:11
This may be a good time to view the scene in wireframe mode by using F3.
00:01:12 --> 00:01:15
Zoom in on the left leg and adjust your point of view.
00:01:16 --> 00:01:21
You will need three IK solvers to control the behavior of the left foot.
00:01:21 --> 00:01:31
Select the foot and then choose Animation > IK Solvers > HI Solver and then point and click the left thigh.
00:01:31 --> 00:01:36
A new IK Chain is created that you can manipulate to drive the heel.
00:01:36 --> 00:01:40
The gizmo you manipulate is referred to as an IK Goal.
00:01:41 --> 00:01:46
Rename it: zombie_l_heel_IKGoal
00:01:51 --> 00:01:56
Repeat the procedure to create another IK chain between the heel and the ball of the foot.
00:01:57 --> 00:02:03
Rename the new IK Goal: zombie_l_ball_IKGoal
00:02:07 --> 00:02:11
Create a third chain between the ball of the foot and the toe tip.
00:02:12 --> 00:02:17
Rename the goal: zombie_l_toe_IKGoal
00:02:18 --> 00:02:22
These newly created IK Goals are needed to manipulate the foot.
00:02:22 --> 00:02:28
However, your work is not done yet. You still need to introduce more help into the system.
00:02:28 --> 00:02:33
The next step involves the introduction of four helper objects to help with the setup.
00:02:34 --> 00:02:39
You will be using Point helpers as they are easier to resize than dummies.
00:02:40 --> 00:02:44
You will need four point helpers, each with a specific task.
00:02:44 --> 00:02:49
These tasks will become clear once you make the connections between IK goals and point helpers.
00:02:49 --> 00:02:52
But first, you need to create them.
00:02:52 --> 00:02:54
Create a point helper in the scene.
00:02:59 --> 00:03:04
Set it in Box mode only and set its size to 4.
00:03:08 --> 00:03:14
Rename it: zombie_l_HeelPeel_hlp
00:03:21 --> 00:03:31
Align it to the ball of the left foot, pivot to pivot, in position and orientation modes.
00:03:31 --> 00:03:35
Make sure you align it to the bone and not to the IK Goal.
00:03:35 --> 00:03:43
This way, it will be oriented the same as the bone, and so favors the local-Z axis as a primary rotation.
00:03:47 --> 00:03:51
Looking at it from the left view, it is slightly angled.
00:03:51 --> 00:03:57
You can leave it like that but if you prefer a cleaner look, you can adjust the angle slightly.
00:04:01 --> 00:04:10
More importantly, it's still generally oriented the same way as the bone, with the local Z-axis as a primary rotation axis.
00:04:17 --> 00:04:21
Use Shift+Move to make a clone of the point helper.
00:04:21 --> 00:04:28
Make sure it's set to Copy and name it: zombie_l_Heel_hlp
00:04:32 --> 00:04:41
Align it to the heel bone but only in position. This works better visually and the Z-axis is still oriented in the correct direction.
00:04:42 --> 00:04:51
Use Shift+Move again to make another clone in Copy mode and name it: zombie_l_ToeLift_hlp
00:04:53 --> 00:04:57
Align it to the toe nub in Position XYZ only.
00:04:58 --> 00:05:07
Select the zombie_l_HeelPeel_hlp helper again and make another copy, this time using Edit > Clone.
00:05:07 --> 00:05:15
Make sure you are set in Copy mode and name the clone zombie_l_ToeTap_hlp
00:05:17 --> 00:05:23
In the Modify panel set its size to be slightly larger, a value of 5 should be adequate.
00:05:23 --> 00:05:28
The position of the toe tip and heel helpers still need a bit of adjusting.
00:05:28 --> 00:05:32
You'll need to temporarily unhide the geometry to help you with that task.
00:05:33 --> 00:05:35
Go to a side view such as Left.
00:05:36 --> 00:05:40
Display the grid by using the G toggle,
00:05:43 --> 00:05:46
and select the heel helper.
00:05:47 --> 00:05:51
Set its Z-Position to 0 so its level with the ground.
00:05:52 --> 00:05:57
Move it back on the X-Axis so it's located at the back of the foot.
00:05:57 --> 00:06:01
This helper will eventually act as a pivot point for the heel rotation.
00:06:02 --> 00:06:08
Similarly, select the toe tip helper and set its Z-Position to 0.
00:06:09 --> 00:06:14
If you need to, adjust its X-Position so that it is at the shoe tip.
00:06:15 --> 00:06:19
This will act as a rotation base for when the toes are in contact with the ground.
00:06:20 --> 00:06:24
Leave the other two helpers where you previously placed them.
00:06:26 --> 00:06:31
As a side note, notice how the different object types have different suffixes,
00:06:31 --> 00:06:37
bone for bone objects, hlp for helpers and IKGoal for IK solutions.
00:06:38 --> 00:06:42
This is all part of scene management to make objects easier to identify.
00:06:42 --> 00:06:48
Speaking of which, you may want to go to the Layers toolbar and freeze the Mesh layer again.
00:06:49 --> 00:06:56
This way, you can still see the geometry but you won't be able to select it, making the selection of helpers and goals easier.
00:06:57 --> 00:07:02
You're now ready to make the proper connections and hierarchies between the IK Goals and Point Helpers.
00:07:02 --> 00:07:05
This is what you will do in the next movie.
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