Rigging Quadrupeds in 3ds Max
In this series of tutorials, we will learn how to rig quadrupeds in 3ds Max. Software required: Autodesk 3ds Max 2014.
What you'll learn
In this series of tutorials, we will learn how to rig quadrupeds in 3ds Max. We'll start by learning how to design a Flexi system for spines and necks that is modular and animator-friendly. We'll then build our creature's skeleton from the ground up and learn how the Flexi rig can be easily inserted to save us a lot of time. We'll learn time-saving skinning techniques, and we'll also learn how custom muscles can be used to maintain volume as our creature's deform. By the end of this training, you will have the skill set needed to rig your own quadrupeds with confidence. Software required: Autodesk 3ds Max 2014.
Table of contents
- Working Faster by Taking the Time to Customize 3ds Max 5m
- Creating a Flexi System for Spines and Necks 8m
- Setting up a Spline Ik System for Our Flexi Rig and Organizing the Scene 8m
- Setting up the Flexi System's Envelope Objects 7m
- Finishing the Flexi System's Envelope Objects 5m
- Adding Animation Controls to the Flexi System 8m
- Starting the Advanced Twist Control for the Flexi System 8m
- Controlling the Twisting Behavior of the Flexi Rig's up Vector Objects 7m
- Completing the Flexi Rig's Twist System 5m
- Connecting the Flexi Rig's Envelope Objects to Its Twist Rig 5m
- Cleaning up and Exporting the Flexi System 4m
- Utilizing Our Flexi System for the Vertebrae 4m
- Adding Bones for the Hind Legs 8m
- Creating Toe Bones 7m
- Finishing the Toe Bones 2m
- Adding Bones for the Front Legs and Scapulas 8m
- Setting up Bones for the Fingers 7m
- Finishing the Finger Bones 3m
- Rigging the Tail 4m
- Creating Bones for the Head and Ears 6m
- Connecting a Flexi System to the Creature's Neck 8m
- Connecting the Neck to the Spine 5m
- Creating a Global Control 5m
- Skinning the Creature 8m
- Skinning Techniques 8m
- Using a Custom Muscle to Hold Volume in the Deltoids 6m
- Completing the Installation of the Left Shoulder's Muscle 7m
- Mirroring the Muscle 6m
- Skinning to the Muscle Objects 7m
- Adding Envelope Objects to Jiggle the Thigh Muscles 7m
- Adding Ik Systems 8m
- Designing Controls for the Pelvis and Thorax 6m
- Connecting the Flexi Systems to Our Vertebrae Controls 4m
- Center-of-gravity Control 5m
- Controlling the Head 7m
- Driving the Ears 6m
- Wrapping up Our Ear Controls 2m
- Adding Controls for the Scapulas 7m
- Jiggle Controls 7m
- Scaling the Envelope Object Connected to the Thigh 5m
- Setting up Control Objects for the Tail 7m
- Driving the Transformations of the Tail Bones 6m
- Attaching Our Tail Rig to Follow the Pelvis 4m
- Creating Leg Controls 7m
- Controlling the Knees and Setting up Our Paw Roll Systems 7m
- Finishing Our Paw Roll Systems 3m
- Adding Toe Controls 7m
- Finishing Our Toe's Controls 6m
- Cleaning up the Rig 4m
- Modifying the Preferred Angle of a Bone Object 5m
- Adding a Mesh Smoothing Parameter and Selection Sets 7m