Showing posts with label 3Ds Max Rigging. Show all posts
Showing posts with label 3Ds Max Rigging. Show all posts
Tuesday, 10 April 2018
Monday, 10 June 2013
How to create Stretchy Bones in Autodesk 3Ds Max
Stretchy bones are very essential for cartoon character rigging and exaggerated animations. In this video you will learn how to create Stretchy bone system in Autodesk 3Ds Max with help of some very little expression. Even if you are not very familiar in max script or expression still you will be able to understand it easily.
Saturday, 4 May 2013
Rigging in Autodesk 3Ds Max - Chapter12
This is the second part of the previous chapter of Rigging in 3Ds Max. Continuing from the last chapter we will learn how to add a controller with the IK-FK system we created in the last chapter. You should have the knowledge of reaction manager in 3Ds Max before you go through this chapter. Hope you will enjoy this.
Thursday, 2 May 2013
Rigging in Autodesk 3Ds Max - Chapter11
Welcome to 11th chapter of rigging in Autodesk 3Ds Max. In this chapter we will specifically concentrate on how to create an IK-FK switch in 3ds Max. This chapter is divided in to two parts and very essential for character rigging.
Monday, 29 April 2013
Rigging in Autodesk 3Ds Max - Chapter10
In this Chapter 10 of the rigging in 3ds max series we will learn how to create foot controls in a character rig. Before starting this chapter we will strongly recommend to go through the reaction manager in 3ds Max which you can found in our basic section. Hope you will enjoy this.
Tuesday, 23 April 2013
Introduction to Reaction Manager In Autodesk 3Ds Max
Reaction Manager is one of the most important tool in 3Ds Max which help the Riggers in numerous occasions. Through this utility a rigger almost can control any movement of any geometry or controller or any transformation values of any entity. In this chapter we will show you the extreme power of this feature of 3Ds Max. Hope you will like this. This tutorial is very important for rigging, keep this thing in mind.
Friday, 12 April 2013
Rigging in Autodesk 3Ds Max - Chapter09
welcome to the 9th chapter of Rigging in Autodesk 3Ds Max. In this tutorial we will learn how to create arm controllers with IK chain. Last chapter we created left hand of the character, here we will create the right hand.
Tuesday, 9 April 2013
Rigging in Autodesk 3Ds Max - Chapter08
In this 8th chapter we will learn how to create FK controllers in the left arm of the character. Here we cover only about the FK controls whereas in the later chapters we will discuss about how to create IK arm controls. Hope you guys will like it.
Sunday, 7 April 2013
Rigging in Autodesk 3Ds Max - Chapter07
Welcome to the 7th chapter of the rigging series. In this Chapter of Rigging in Autodesk 3Ds Max we will discuss about the torso controller of the character. This chapter is very important as we will cover how to create controller of a FK chain. Hope you will enjoy this.
Saturday, 6 April 2013
Rigging in Autodesk 3Ds Max - Chapter06
In the 6th chapter of the series we will learn about the controllers of leg. here we will learn how to create the controller of foot, lower hip part and also the controller of knee.
Friday, 5 April 2013
Rigging in Autodesk 3Ds Max - Chapter05
In the 5th chapter of the series of rigging in 3ds max we will learn how to create the foot bone structure of the character . For creating this structure we will use the reverse foot technique. we will also learn how to create the finger bones of the hand. In case of fingers you need to understand few specifications which will help you your rig to become seamless one. Hope you will enjoy this.
Monday, 1 April 2013
Rigging in Autodesk 3Ds Max - Chapter04
In this Chapter of rigging in 3ds max We will learn how to create the Hip bone of a character and how to connect it with leg bones as well as how to set a IK solver in leg.
Sunday, 31 March 2013
Rigging in Autodesk 3Ds Max - Chapter03
In the third chapter we will learn how to create the leg bones and how to mirror a joint chain. Selecting the joint position of the legs are important and While mirroring there are certain things that we have to maintain, here we will learn about them.
Thursday, 28 March 2013
Rigging in Autodesk 3Ds Max - Chapter02
In this chapter we will move forward to create the hand bones of the character, and also learn how to connect them with the spine bones we created in the first chapter.We will also learn about various option from bone tools, like connect bones etc.Hope this part of the tutorial will clear your understanding regarding the joining of the bone chains.
Rigging in Autodesk 3Ds Max - Chapter01
Hi all, This is the very first chapter of the rigging tutorial in Autodesk 3d max. In this tutorial we will learn how to create a ready to animate character rig in 3d max. To rig the character we are going to use the bone system in max. In the first chapter we will learn how easily we can create the spine bone with few clicks in max. Hope you will enjoy the technique.
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