Add a Control rig to the characterized 3ds Max skeleton

 
 
 

In the following procedure, you add a Control rig to the 3ds Max bone system skeleton you characterized in the previous procedure (Characterize the 3ds Max skeleton) so you can animate it in MotionBuilder.

ImportantTo add a Control rig to the skeleton, you must first characterize the skeleton. See Characterize the 3ds Max skeleton.

To add a Control rig to the characterized 3ds Max skeleton:

NoteThis procedure is a continuation of the previous procedure (Characterize the 3ds Max skeleton).
  1. In the Character Controls window, click the Controls tab.

    Notice there is no Source.

  2. Click the Source menu and select Control Rig.

    Setting the Control Rig as the source makes the skeleton an active character in the scene.

    NoteYou can also select Create Control Rig.

    The Character dialog appears.

  3. Select Biped as the Character type.

    The Create Control Rig dialog appears.

  4. Select FK/IK as the Control rig type.

    FK/IK is the method commonly used to animate characters.

    The Control Rig is created and its effectors are shown on the biped skeleton in the Viewer window.

    3ds Max skeleton is characterized and rigged

    In the Character Controls window, the Control Rig settings are activated and include all the effectors you need to animate the Control rig.

    The Character representation is an image of a human form meant to represent the biped skeleton.

    Your skeleton is now rigged and ready to be animated.

  5. In the Character Controls window toolbar ( ), click the Full Body option ( ).

    Setting the Control Rig to Full Body enables you to move the body using the entire Control rig.

  6. In the Character Controls window, on the Character representation, select the Right Wrist effector.

    Character representation Right Wrist effector selected

    An effector that is selected is displayed with a blue ( ) contour.

  7. In the Viewer window toolbar to the right, click the Translate tool () or click in the Viewer window and press T.

    The transformation handles appear.

  8. Save your work.
  9. Translate (move) the hand down as shown in the following figure.

    3ds Max skeleton body follows the hand movement

    Notice as you move the hand, the arm extends and the rest of the body follows in a natural movement.

Now that your skeleton is characterized and rigged, you can now transform and animate the characterized 3ds Max skeleton in MotionBuilder.

  1. (Optional) If you wish to see the result of this procedure, open the bone_skeleton_characterized.fbx file in the default MotionBuilder Tutorials directory.
  2. (Optional) Exit MotionBuilder.

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