I
think we should start with a little
info about this tutorial. I created
a rig for a character in a group project
I was doing in a class, and once the
rig was completed and we looked at the
3D animatic, we noticed there was a
problem with the hand rotating around;
double rotation in the forearm. We searched
on the internet to try to find a solution
to the problem, but since we couldn't
we had to tackle it ourselves. My teacher
wouldn't let me stop until I reached
complete fetal position, so let's get
down to how I solved this problem.
For those of you who don't know what
double rotation is; it's the rotation
of two bones inside your forearm--the
radius and the ulna. As you rotate your
hand those two bones rotate over one
another to allow us such motion.
3DTotal
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Now,
with Max, the Biped system has this
option checkable to solve this problem,
but for those of us who like using the
Bones system to setup our rigs, this
tutorial will help you realize this
concept if you haven't, or solve it
if you have run into this problem. I
just want to make a quick note that
I learned how to rig characters using
bones by using the book, Model, Rig,
Animate with 3ds Max 7 by Michele Bousquet.
Very good book to help get the beginners
started and what not. If you don't have
double rotation setup up in your rig,
you'll receive a twist like that in
the following photo. It's a playblast
of the animatic where we noticed the
problem first.