Modeling and Rigging a Cartoon Shark in 3ds Max
During this 3ds Max tutorial, we will take a look at modeling and rigging a cartoon shark with principles that can be applied to other marine creatures. Software required: 3ds Max 2011 SP2.
What you'll learn
During this 3ds Max tutorial, we will take a look at modeling and rigging a cartoon shark with principles that can be applied to other marine creatures. This training series looks at the modeling and rigging considerations of a cartoon shark in 3ds Max. We look at creating a basic FK skeleton for our shark model and the skinning consideration we need to think about to create some great deformations. We then expand upon our basic FK rig by using Max's built-in modifiers to create an automated swim cycle, finally finishing the tutorial with a quick look at a controller system and corrective shapes. Software required: 3ds Max 2011 SP2.
Table of contents
- Reference and Model Sheet 4m
- Setting up an Image Plane 5m
- Beginning the Box Modeling Phase 12m
- Refining the Shark Model 10m
- Cleaning up the Shark Model 11m
- Additional Fixes of the Shark Model 7m
- Finishing up the Shark Model 2m
- Preparing the Scene for Rigging 3m
- Creating and Placing the Bones 12m
- Linking the Bones Together 4m
- Blocking in the Skin Weights 8m
- Skinning the Shark 8m
- Blending the Skin Weights 8m
- Continuing to Blend the Skin Weights 11m
- Finishing the Skin Weights 10m
- Using a Wave Modifier to Automate Swimming Motion 6m
- Adding a Splineik Solver to the Bones 5m
- Creating a Custom IK Control to Automate Swimming Motion 12m
- Finalizing the Shark Rig 4m
- Bonus: Looking at Another Shark Rig 7m
- Bonus: Adding Corrective Shapes to the Shark Rig 11m