3DS MAX – Rigging – Biped – Skin
Rigging a character using Biped and Skin in 3DS Max.
Scene Setup
1. Setup the units using the parameters in the link below:
http://www.lucedigitale.com/blog/3ds-max-micro-reference-manual-unit-setup-interiors/
Create Mesh
2. Create the mesh of the character, and Freeze it.
Create Biped skeleton
3. RIGHT COLUMN> Create> Systems> Biped> CLICK AND DRAG> Root Name, type the character name
4. Viewport> select a Biped object> RIGHT COLUMN> Motion> Biped> check ‘Figure Mode’> Scale-Rotate the Biped Object to fit the skeleton inside the character’s mesh
The best way to fit skeleton is:
a. move Root
b. scale Pelvis
c. rotate Legs
d. rotate Foots
e. scale Spines
f. scale or move Clavicles (you can detach Clavicles)
g. scale Arms
h. scale Neck
i. scale Head
Copy Pose from left to right
a. Setup only the left Arm and the left Leg
b. Select left Arm and the left Leg> RIGHT COLUMN> Create> Systems> Biped> Copy/Paste> Create Collection> Copy posture> Paste Opposite
Testing Animation
5. RIGHT COLUMN> Motion> Biped> uncheck ‘Figure Mode’> check ‘Auto Key’ in the timeline> create a simple test animation
Skinnin Character
5. Select the mesh> MAIN TOP MENU> Modifier> Animation> Skin
6. Skin> Parameters> Bones: ‘Add’> select all the Biped objects
Edit Envelopes
7. Skin> Parameters> Edit Envelopes> Viewport> MOVE the envelope’s handles
Viewport> RMB over Envelop Yellow Line> Add Cross Section> LMB over Envelop Yellow Line to create a new Cross Section
Copy Envelope from left to right
Viewport> RMB over Envelop Yellow Line> Copy Envelope
Viewport> RMB over Envelop Yellow Line> Paste Envelope
Paint Weight
8. Skin> Parameters> Weight Properties> ‘Weight Table’> select Vertices> DRAG to change values
9. Skin> Parameters> Weight Properties> ‘Paint Weights’
Copy Weiight from left to right
10. Skin> Parameters> Mirror Parameters> ‘Mirror Mode’