September 2019
Intermediate to advanced
290 pages
6h 17m
English
In the previous chapters, we learned about the principles of animation and animation tools in 3ds Max, and we looked at advanced animation using constraints. In this chapter, we look at creating custom rigs to drive our animation using bones. We will begin by understanding how bones are deployed in 3D and then look at setting up a structure of a human using them. We will then learn to drive a human mesh and skin animation using this rig of bones. Although Chapters 5 and 6 revolve around preset rigs that are shipped with 3ds Max (Bipeds and CAT), this chapter will ...