When
a character is finished, modeling
and editing of the UV. We can even
before the texture is finished (with
the proviso of not improving the geometry
thereafter), begin the editing and
the integration of a skeleton to the
character.
In
max this skeleton can be made up of
any kind of objects, Primitives, Mesh
or Poly and even splines.
Nevertheless
it is preferable to use objects envisaged
for this purpose. With the construction
of the skeleton it will be simpler
and fast.
This
skeleton will make it possible to
control the character via parameters
of skinning, defining how each bone
deforms parts of the body.
There is no concept of muscle in basic
skinning but for a simple case as
here, this is sufficient.
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The
Bones objects (Os) are in the Create
panel, while clicking on the icon
Systems (gears) we find the Bones
button.
We can define several types of chains
of bones, useful for animation but
here We are interested in giving a
simple skeleton to our character.
Click
on Bones then History Dependent as
the type of IK Solver.
In fact we find ourself in direct
kinematics, that is to say that the
bones parents order with the bones
children, whereas it is precisely
the reverse in inverse kinematics
(logical:).
Trace
the chains of bones in the view Front
as shown right.
To finish it, made a right click.
The bones objects are built end to
end and their axes of rotation are
already correctly positioned.
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Click
the Modify panel. Select a bone, the
root bone e.g. (the bone relative of
all the others in the hierarchy of the
skeleton), in general the first bone
created.
We can modify the thickness of the bones
and the way in which it finishes, fine
or broad. These adjustments are only
visual and do not influence the bone
behavior or skeleton.
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Press
on H, the short cut by default will
show the Select Objects.
Tick the box Display Subtree, that
allows us to see the hierarchy of
the skeleton.
It is then simple to select or to
know the bone relative of all the
others, the root, it is that which
is closest to the left edge of the
window.
We
can of course constantly re-elect
the bones.
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It
is not obvious where to place chains
of bones at first. Moreover to lengthen
or narrow a bone it is not recommended
to use the Scale function, this will
not change any value and lead to problems
thereafter.
For that, it is necessary to go in
to the Hierarchy panel, click on Pivot
then within the framework Adjust Transform,
to activate Don' T Affect Children.
Maintain
the joint between two bones opposite
top and move this joint.
We
can then easily modify the shape of
the chains of bones and make them
coincide with the shape of leg.
We
can repeat the operation on each joint.
To
move the chains as a whole, un-tick
Don't Children Affect, select the
root and make your Move.
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When
rotating, it is better to use Local
mode of the tool rotation.
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Click
on each of the bones, we can see their
appropriate local axes, we can carry
out the rotation still refining the
bones as to match our object.
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Now
we will simply skin an object with
a very simple skeleton.
Create a cylinder with 12 segments
of with dimensions for example, with
enough length to increase the horizontal
sections so as to have regular divisions.
In
view Face e.g., create a chain of
3 bones as we see here.
Correctly
position the chains on the axis of
the cylinder.
This chain will become the skeleton
deforming cylinder at the time of
the inflections.
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We
now will Set how each bone influence
the cylinder.
Select then apply a Skin modifier to
it.
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Activate
the Animate mode and move a frame
the animation bar.
Select the second bone, use rotation
Local mode, to carry out a rotation
of approximately 45° opposite.
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Select
the cylinder, then modify the Skin Parameters
click on Add Bone.
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In the window which appears select the
two first.
That makes it possible to indicate the
bones that will influence the cylinder.
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Click
on Edit Envelopes, on Bone01 and in
Envelope Properties, activate the
Relative mode.
This mode makes it possible to influence
a vertex between several bones, that
allows soft and progressive inflections,
the contrary mode by default is absolute,
where each vertex is influenced only
by one bone (rigid envelope for example).
In Filters, ensure that Envelopes
and Cross Sections are active.
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