The initial portion of
this tutorial involves opening the scene containing the character
mesh to skin, opening a rig to serve as the character skeleton,
connecting the two with the Skin modifier, and finally animating
the character using an included file.
Set up the lesson:
- Reset 3ds Max.
- On the Quick Access toolbar, click (Open File), navigate to
the \character_animation\skinning\ folder,
and open the file applying_skin.max.
NoteIf a dialog asks
whether you want to use the scene's Gamma And LUT settings, accept
the scene Gamma settings, and click OK. If a dialog asks whether
to use the scene's units, accept the scene units, and click OK.
The character model in
the scene appears at the world origin (0, 0, 0).
Meet Emma, a medium-resolution
character mesh of about 7,500 polygons. Emma is great with kids
and works well in TV, games, movies, and other applications that
don’t require extreme closeups. In addition to the main character
mesh, which is what you’ll be working with, the scene contains separate
objects for the hat, hair, and eyeballs.
Next you’ll load the
character rig to which you’ll skin Emma.
Load the Emma rig:
- On the Create panel, click (Helpers) and then choose
CAT Objects from the drop-down list.
You might be familiar
with character studio; CAT is a newer, separate character-animation
system included with 3ds Max that offers a different albeit overlapping
set of capabilities. This tutorial deals minimally with CAT features,
instead spending most the time with the Skin modifier.
- On the Object Type rollout, click CATParent.
The CATRig Load Save
rollout that results provides a list of preset character rigs, but
you’ll be using a different rig created especially for this tutorial.
The easiest way to do this is to load it onto an existing CATParent.
- On the CATRig Load Save rollout, make
sure (None) is highlighted, and then in the Perspective viewport,
next to Emma, drag out a CATParent object.
- Go to the Modify panel, and on the
CATRig Load Save rollout, click (Open Preset Rig). Navigate
to the \sceneassets\animations\ folder
, and open emmarig.rg3.
The rig appears at the
CATParent location.
NoteThis rig has been
specially modified, or “posed,” to fit the shape of the Emma model.
Usually you need to do this yourself before skinning a model, so
the initial application of the Skin modifier doesn’t require too
much adjustment, but that’s not within the scope of this tutorial.
At any rate, the process is fairly straightforward, especially as
bones in CAT rigs are, in effect, standard polygon geometry. They’re
compatible with all of the modeling tools in 3ds Max, and can
even be replaced by other objects.
While skinning a character
it’s usually desirable to hide the rig, but for times when you might
want to toggle its visibility, it’s best to give the entire rig
a name so it’s easy to select.
- Navigate the viewport so the character
mesh and rig don’t overlap, then with (Select Object) on, drag
a region around the rig to select all of its bones. In the Named
Selection Sets field on the main toolbar (currently reads “Create
Selection Set”), type the name EmmaRig and
press Enter to make
sure the software registers the name. This is the same name as the
CATParent, but as it’s a selection set, not an object, there’s no
conflict.
Ideally, when skinning
a character, the rig should be centered on the skin mesh. Because
Emma is already positioned at the world center, this is easy to
do.
- Make sure the CATParent (named EmmaRig)
is selected, and then activate (Select And Move) on the
main toolbar.
- Right-click the X and Y spinners on the
status bar (the small up/down arrows next to the numeric fields)
to set them to 0. Z should already be at 0.
The skeleton jumps to
the world center and is perfectly aligned with the Emma character
mesh.
Next you’ll apply the
bones to the mesh using the Skin modifier.
Set up for skinning:
- With (Select Object) on, select
the Emma object and from the Modify
panel Modifier
List Object-Space Modifiers
category, choose Skin.
This applies the Skin
modifier to the mesh. The next step is to tell the Skin modifier
which bones are to affect the mesh shape. In this case, it’s all
of them.
- On the Parameters rollout, click the
Add button next to Bones.
This opens the Select
Bones dialog, which is the same as the familiar Select From Scene
dialog.
- Set the Display filters to Display Geometry
only and highlight all list entries except the first four. One easy
way to do this, because all the desired bones start with “Emma,”
is simply to type e in the Find field. Click Select
to finish.
The bones appear in the
list on the Parameters rollout and the basic skinning is done. You
can demonstrate this by moving the leg via the foot platform.
- Select EmmaRigLPlatform,
the wireframe rectangle under the left foot, and move it around.
You can probably see
some problems already, such as the loss of volume at the knee. You’ll
deal with these in the following sections of the tutorial.
- Before continuing, save your scene with
the name MyEmma1.max.
Animate the rig:
When skinning a character,
to work efficiently it’s best to first create a basic animation
containing the various poses that the character is likely to assume.
This lets you adjust skinning anomalies in the different poses without
having to consume time posing and reposing the character manually.
We’ve included an animation
file you can load onto the rig using CAT’s Clip Manager feature.
It’s instructive to go through this process, and it doesn’t take
long, but if you prefer to start skinning now, skip to the next
section.
- Continue working from the previous section
or load the file you saved at the end of it.
- Select the CATParent: the
triangular object at the base of the rig.
- Go to the Motion panel and scroll down to the Clip Manager
rollout. Make sure the Clip button is active.
This is where you load
and save animation for CAT rigs.
- At the bottom of the rollout, click (Browse), and then use the
Open dialog to open the file \sceneassets\animations\emma_stretching.clp.
When the Clip Options dialog opens, click Load to accept the default
settings.
CAT has two modes: Setup,
for modifying the rig, and Animation, for animating it. Setup is
the default mode; to play animation it’s necessary to switch to
Animation mode.
- At the top of the Layer Manager rollout
you can see the Setup/Animation Mode Toggle
button, indicating the rig is currently in Setup mode. Click this
button.
The button image changes
to , signifying that Animation
mode is active.
- Also, click in the animation controls
section of the 3ds Max window to open the Time Configuration
dialog. Set Length to 500 and click OK to close the
dialog.
- Activate the EmmaRig selection
set, right-click in the viewport, and choose Hide Selection.
- Scrub the time slider or play the animation. It “exercises”
all parts of the body that are likely to need skinning adjustments, starting
with the feet and ending with the fingers.
However, the cap, hair,
and eyeballs, or “accessories,” don’t move with the rest of the
mesh.
- Return to frame 0, then, on the main
toolbar, activate (Select And Link), and drag
from each accessory to the EmmaRigHead object to link them
as children (four drags in all). Play the animation again
to ensure that everything moves together.
TipAlternatively, select
the four accessories first, then activate Select And Link and drag
from any of the selected accessories to the EmmaRigHead object.
This links them all at once.
- Exit Select And Link mode by clicking (Select Object) and then
right-click in the viewport and choose Unhide All.
- Save your scene with the name MyEmma2.max.