Introduction to Rigging in 3ds Max
In this series of tutorials, we will take an introductory look into rigging tools and techniques in 3ds Max. Software required: Autodesk 3ds Max 2013.
What you'll learn
In this series of tutorials, we will take an introductory look into rigging tools and techniques in 3ds Max. We'll start by understanding the basics, which include everything from how to establish solid naming conventions to how to utilize 3ds Max's bone and IK handle tools. We'll then cover more complicated topics like setting up a enhanced IK rig, using expressions to create a counter twist rig that preserves volume, as well as skinning techniques. We'll also learn how 3ds Max's interface can be customized to work faster. Software required: Autodesk 3ds Max 2013.
Table of contents
- Naming Conventions 9m
- The Most Basic Form of Rigging 13m
- Modifying an Object's Pivot 5m
- Creating Bone Systems 10m
- Working with the Bone Editing Tools 8m
- Mirroring Bone Systems 6m
- Colorizing Bones 3m
- Fin Adjustment Tools 8m
- Bone Object Properties 7m
- A Look at the Hi, Hd, and IK Limb Solvers 11m
- Creating an Enhanced IK Rig 10m
- The Spline IK Solver 10m
- Utilizing Groups 11m
- Controlling an Object's Position with the Position Constraint 8m
- Manipulating an Object's Rotation with the Orientation Constraint 7m
- Creating Custom Parameters / Wiring Parameters 11m
- The Reaction Manager 12m
- A Look at the Twist Rig We Will Create 1m
- Starting on Our Twist Rig 10m
- Working with Expressions 7m
- Axis Order 5m
- Deforming Objects with 3ds Max's Ffd Modifier 7m
- Skinning Geometry to Envelope Objects 7m
- Refining Skin Deformations 8m
- Mirroring Weights in 3ds Max 3m
- Exporting Skin Weights 3m
- Speeding up Animation Playback with 3ds Max's New Gpoly Format 3m
- Creating a Custom Muscle 13m
- Applying Our Custom Muscle 12m
- The Morpher Modifier 12m
- Customizing 3ds Max's Interface 6m