Skinning a Character in 3ds Max - Part 9 - Hands

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Industry
  • Games
Subject
  • Animation
  • Character
  • 2013
  • Character Animation
  • Workflow
Products
  • 3ds Max
Skill Level
  • Advanced
Duration
3 min

Skinning a Character in 3ds Max - Part 9 - Hands

In this tutorial, you adjust the skinning of the hands. The process is the same as you have learned with other limbs, and should be quite familiar to you by now.


Notes

  • Recorded in: 3ds Max 2013
  • This tutorial is intended for use with 3ds Max version 2013 or higher.

Transcript

00:00:02 --> 00:00:05
You're now down to the hands and fingers.

00:00:05 --> 00:00:11
Set the animation length between frames 1160 and 1320 to focus on the hand.

00:00:12 --> 00:00:15
Remember that you can use the Time Configuration dialog to that effect,

00:00:16 --> 00:00:23
or you can use Ctrl+Alt and left-click and drag or right-click and drag the timeline directly.

00:00:27 --> 00:00:32
By now, if you have already covered all the other limbs, you know what you need to do.

00:00:34 --> 00:00:37
First you block out some vertices,

00:00:40 --> 00:00:45
and then you select and blend them between various bones,

00:00:46 --> 00:00:50
to get proper joint deformations.

00:00:57 --> 00:01:02
Always be careful not to overdo the weighting of such vertex and such bone.

00:01:02 --> 00:01:06
You mostly want to avoid mushy rounded curves.

00:01:08 --> 00:01:12
Better to have vertices crashing into one another instead.

00:01:20 --> 00:01:24
Keep on adjusting vertices to get a solution that you like.

00:01:26 --> 00:01:35
In some extreme hand poses, you may find that you need to affect vertices all the way to the middle of the forearm.

00:02:42 --> 00:02:46
Once you are happy with your work, save your file.

00:02:46 --> 00:02:49
In the next movie, you work on the fingers.
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Tags
  • 3ds Max
  • Animation
  • Character
  • 2013
  • Character Animation
  • Workflow
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