
That way you don't have to manually select them each time to hide and unhide them.Hello everyone, I currently have several issues with 3Ds Max. The controls should not be a part of the exported skeleton or animation files. The last thing to do is to create a selection set for the controls. Now the sheathed weapon maintains its position to the pelvis, but rotates with the leg as it walks. Select Keep initial offset on the orientation panel. Now to finesse this a little bit, select the hip control and do an orientation constraint on it.

The weapon should now be in between all the controls. The result should be an oddly rotated weapon bone, that's okay, we'll get to that later.ĭo the same procedure, except this time, add positional targets. Under PRS parameters, make sure you have Rotation selected, then under Orientation Constraint select Add Orientation Target. Next, select the weapon bone again, on your control panel, open the Motion tab. Select the right_weapon_controller and rotate it so that it's an appropriate rotation for the weapon itself. The weapon bone should orient to the controllers orientation. Select the Right_weapon_control with the tool.
#3ds max rigging free
Some times it's good to have more than 1 free point helper for some extra freedom. Place it on the ground temporarily, or what ever you may come up with. This is handy in case you want to animate the weapon free of the character rig. Place one on his hip so the weapon can be sheathed. Roughly place one in each hand, these will be used for holding weapons. Sometimes it's easier to select them if you change there shape to box. This relationship is strictly for the engine to read the hierarchy, and for granny to figure out the baked down curves.Īlso, build a stand-in weapon, and parent it to the weapon bone, make sure your axis alignment is the same. You will never animate this bone directly, it will be driven by other things. If you parent directly to the bip01, that's less to go through resulting in more accurate motion. Longer limbs means there will be more floating point errors in all the bones of the limb, resulting in jittery motions. You may want to do this especially if your character has long limbs.


In 3ds Max, start off with the character in a relaxed root pose.Ĭreate a small bone and name it Weapon Bone, color it if you like. See Rigging a Versatile Weapon Bone for Maya page for Maya tutorial.
#3ds max rigging series
We will achieve this by skinning the weapon to a weapon bone, and then use a series of point helpers, position, and orient constraints to achieve fluid motion.Īlthough this tutorial was done in 3ds Max, the concepts translate directly to Maya.

We also want to be able to sheath the weapon either on the hip or the back. The goal of this tutorial is to build a weapon rig that allows the character to hold and manipulate the weapon with different grips, and even different hands. This item could be attached to a character at multiple locations (not just one hand), and then animated to change positions from one location to the next.
#3ds max rigging how to
This is an advanced-level tutorial for artists, which explains how to configure a character-held item such as a weapon or some other prop.
