Next we need to tweak the character to suit the pose we have designated in our model.
Firstly we need to use the Figure mode button ( ) in the Motion Tab ( ) of 3D Studio in order to do so. Figure mode is the equivalent of a base pose that you can always return to if tweaking is needed. Even after you have started animating.
To select this, the biped must be selected. Once done you can use the rotate, scale and move tools in order to move your bones around as needed.
You can also tweak the rig to have more bone elements. eg. toe joints, finger joints, spine segments etc...although I recommend you get this as close to correct as you can from the onset. These can be changed in the Structure Rollout at the base of the Biped Panel.
You don't necessarily need to make a human character, character studio is more restricted to Bipedal characters...however if you are making your own custom rig from scratch you can basically do whatever you like. However there may be issues in regards to conforming to the standard UT2004 regulation code in some instances...so you are on your own outside of what I place in these tutorials.
Either way, firstly I'm going to focus on the legs. You can use the Symmetrical button ( ) in the Track Selection panel in the biped section in order to duplicate your actions from one side to the other of your biped. Handy for things like arms and legs.
By rotating them to follow the lines along the XY axis, and scale them to compensate in both length and depth. Then changing views in order to make it thicker along the Z axis I get the following results. The closer you get the bone mass to equal the model mass the better, as there will be less playing around later on when you get to vertex assignment, at least if you use the envelope method. I tend to assign them all individually).
Take note of where the joints rotate such as the knee, ankle and toe sections. Each creation is different depending on how you have laid out your polys etc. So think about how your model is to function and deform when animating. Planning ahead will asave you a lot of time in the end...and over time, the amount you have to plan ahgead is reduced simply due to experience
|