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Unread 10-12-2005, 18:51
Capt.ArD Capt.ArD is offline
Animator
FRC #0116 (Epsilon Delta)
Team Role: Animator
 
Join Date: Jan 2005
Location: Herndon, VA
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Capt.ArD will become famous soon enoughCapt.ArD will become famous soon enough
Re: Help rigging for my animation final

there is a simpler way to do it.

Set up the bones just like in the tut, with the joint of the bone aligning EXACTLY with the joint on your model. The individual part of your model (ie the forearm, the upper arm, calf, thigh) must be separate objects, editable mesh or not.

Look at the top left of the screen. On the tool bar thingy, there are three buttons: bind, unbind, and bind to space warp. select "bind."

click on one of your limbs (the calf, say) and drag the cursor to the corresponding bone. While doing this, there should be a dotted line extending from the calf to the bone, which will disappear when you let go of the mouse. The bone you just bound should flash once. test that it worked by selecting the bone and moving it. If it worked, the calf should move along with the bone.

When you got all the limbs bound to their corresponding bones, just rig the IK solvers like you normally do. You can learn this from the max tuts, if need be. If you did everything right, the limbs will follow the movement of the bones, and will not deform like they do with the skin modifier.

Just remember: the joints on the bones MUST be Very well aligned with where you have the joints in the model. And the model Must be broken up into the individual pieces before you bind to the bones.

this will only help you if you want to make non-flexing/deforming characters. If you want to flex or deform, use skin or physique.