Creating a Skeleton in 3ds Max - Part 3 - Linking Bone Chains
In this tutorial, we continue linking the bone chains in preparation for the IK Solvers & constraints.
- Recorded in: 3ds Max 2013
- This tutorial is intended for use with 3ds Max version 2013 or higher.
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In the last movie, you created bone chains for the legs and you linked both the legs and the spine to the pelvis.
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In this movie, you take a minute to understand why it is important to link bone chains together before you get to do any rigging on the skeleton.
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You may want to save your file at this point as you will need to revert back to it later.
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As always, you can also use the files that you downloaded for this tutorial.
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To demonstrate the potential problem, start by hiding the Mesh layer so you can concentrate on the skeleton.
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Select both thighs and unlink them from the pelvis. As you move the pelvis, the legs now stay in place.
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Select the character's left thigh. You need to create an IK solver between the thigh and the foot.
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Creating solvers is part of the character rigging and will be discussed in greater detail in later movies.
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For now, it will be simply used to demonstrate a potential problem that occurs if bone chains are not linked together.
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With the left thigh selected, choose Animation > IK Solvers > HI Solver and then click on the left foot.
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An IK goal appears and you can now use it to manipulate the leg.
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Now select the thigh again, and link it to the pelvis one more time.
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Notice the problem, the leg flips to a 90-degree angle.
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This can be remedied by selecting the IK goal and in the Motion Panel, you can adjust the swivel angle value.
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But now, the Swivel Angle value's initial pose is set to 90 instead of the original 0-degree.
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This could potentially cause some problems with your rig later.
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To prevent any of this from happening and to minimize effort, it's best to make sure your hierarchy is in place BEFORE you get to the rigging part.
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Try it with the character's right leg. Select the right thigh and link it to the pelvis again.
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Notice that you did this BEFORE creating the IK solver.
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Now create an IK Solver between the thigh and the foot as you did earlier.
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This time, there were no quirky snaps or 90-degree flips.
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The leg stays oriented properly and the Swivel Angle remains at a 0-degree value.
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The bottom line is, make it a habit to have the hierarchy in place and bone chains linked properly together, before you start rigging the skeleton.
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Re-open the file you saved earlier to continue with the building of the skeleton.
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Next stop, you create the arms.