Thursday, January 11, 2007

Tutorial: Rigging & Creating Movement Part 1

Now that you have your model created, we will rig it and make it move. At the end we will make the character walk from point A to point B. For this tutorial, it is best if you use the model that we made before, or one similar to it. I will be using a model that I made from the previous tutorial. Once you are done with rigging, animate your figure in Part 2 of the tutorial.


Tools:
3D Studio Max

Steps:

1. Create->Systems-> Biped, and now position the mouse so it is at the base of your model Press click and drag the mouse so that the biped system is the same height of the model.


2. Using the rotating tool, position the biped so that it is in proper alignment with the model. Do not forget to look at the Top view to verify that the biped is centered in the model.


3. Using the transform tool and working your way up, enlarge and decrease the biped bones so that it is as similar to the model as possible.


3. Now select the model, and click the MODIFY tab. Select within the drop down menu, PHYSIQUE.


4.Next click on Attach to Node
5. Select the Node in the center of the biped system. The Node is the blue diamond in the middle of the torso. Afterwards a window titled, Physique Initialization will popup. I have never ran into a situation where the default settings weren't adequate, so click initialize.


6. Now deselect the model completely and just as an experiment click on one of shoulders and rotate it. Do not do too many things here, because we are just testing out the joints, and we want to hit undo, so we get back to step 6. Notice the entire arm is now moving. However the hands are not as are the feet.


7. To correct this select the mesh and under PHYSIQUE, select vertex.
8. Now highlight the vertexes on the hand and then ASSIGN to Link, and select the link (in yellow) that marks the hand. Repeat this for the other hand and feet. If you want to make sure every vertex is assigned to a respective link, then do this for every link on the body. Be warned that some vertexes can and will be assigned to two different links especially in the hip area. However some if not must should only be assigned to one.


Now you are done rigging your model. In the next tutorial we will make it move. Now would be a good time to get those biped unreal tournament files that I discussed earlier. In the mean time move your model's joints and perfect the model.

17 comments:

disconnected said...

I recently purchased max 9 and did so due to my love of art and the realism that this program portrays. I am more than clueless with it and this is the first site that i have found some tutorials that take you from a start point (as if you don't know what your doing) that would be me!!!! I haven't had an opportunity to work with this yet, but I am convinced that it will set me off in the right direction. Thank you for the time it took you to do this tutorial! Much appreciated

Cero said...

Thanks a lot for the comment. I remember how it was like starting off with really no guide except for a couple of tutorials and it can be tough. As I learned the basics I got into art that was more realistic and I found that Max is great for realism, just not realism and animation combined (because of the rendering power it takes to make an awesome animation), so I generally try to focus on one or the other. Maybe in the future when I get all of this Blogger stuff figured out I can show a galery of my realistic models and also make the site better organized. But in the mean time if you have any questions, just pass them along and I'll do my best to answer them.

Mark said...

Your tutorial was awesome! I've always been afraid to try modeling a person, but I've got a fully functional model now :-)
Thanks a ton for posting this! Every tutorial I had found skipped so many steps that I was just completely lost. I really like how it turns out :-)

Anonymous said...

Hi, your tutorial is very easy to follow! A very rare talent is required to explain something so complex in a very simple way!

I only have one question: can you explain more in depth point 3? I can't modify the skeleton lenght :(

thanks!

me again said...

Hi, your tutorial is very easy to follow! A very rare talent is required to explain something so complex in a very simple way!

I only have one question: can you explain more in depth point 3? I can't modify the skeleton lenght :(

thanks!

p.s: tried to post twice, page loaded slow

Cero said...

Hey,

Thanks for coming to my site. As for your question, I was talking specifically about the modify tab which is the second tab on the right handside of the screen. This allows you to add modifiers to your objects. To change the skeleton's bones as in thigh, forearm,skull, you want to review steps 2 and 3, and review the buttons that I click in the pictures.

But if you want to increase the overall size of the skeleton as into scale the whole skeleton, click on the diamond in the middle of the torso (its a little hard to see so you might have to use th zoom) and then select the transform form tool and scale the skeleton to adjust to your figure.

Anonymous said...

Hi, thanks, I think I got it :)

Jonas said...

Hi!
A great tutorial by you Cero tutorials liek this are very hard to find.

But gott one problem with assigning the legg vertexes to the links.
when i move the right legg the left moves to.

Need help!

Cero said...

To correct this, go into Physique and click on Link. Then click on the left leg, and you will see that there are vertexes on the right leg that are within the effected field of the left link. The way how I do this is to click on vertex under Physique and click select, and then highlight the ENTIRE right leg, and then click on Remove from Link, and click the left leg link. Now move the thigh or calf and this should have fixed your problem.

Any more questions?

Jonas said...

Thanks! that solved the problem.

Reguards Jonas

Anonymous said...

great tutorial. on the part about the PHYSIQUE, im having trouble attaching it to the node. i click on the model then i go to modify and so on. i then click on the node and nothing pops up. i have it skinned also, but nothing....

LewisM said...

Excelent tutorial, every other one i found (including the max 8 help files) just made it needlessly complicated, whereas yours seemed to just run me through it smoothly and effectively :)

Thanks again, i will be recomending this site to everyone i know :D

Anonymous said...

Hi,

this looks to be a great tutorial.

I have questions though...

1. Is this for the newest version?

2. Will this work if I import an unrigged model which I have modeled in another program (I us Sketchup Pro 6 most of the time).

because I want to use my own characters in Antics animations but the only way to use your own characters and not theirs is by using a plugin for 3ds max that can export rigged models into antics.

Any help? does it need to be all quads, tris...etc.

Eric Rubinoff said...

Hey thanks! I was trying to rig my character with a biped using the skin modifier and it took much more time and it didn't work completely. This worked great in less than a minute! The down side is that now I can't use .bip files.

Anonymous said...

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Help, please. All recommend this program to effectively advertise on the Internet, this is the best program!

Anonymous said...
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Anonymous said...

Nice blog if you ask me. Thanks a lot for providing that information.

Craig Craudfield
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