Thursday, 9 February 2012

Boning and Skinning

Today we learnt how to bone and skin our basic body from last week. to do this I opened the body from last week in 3DS Max and under helpers selected CAT objects. I selected the body, went to object properties and selected the see-through option so that I could see the bones when adjusting them to the body. I then selected CAT Parents and created a rig at the base of my body. After this I added my pelvis and positoned it within the body, adjusting the width and length to fit inside. The pelvis bone is used as the hub to then go on and create the legs of my body. A colarbone was added to be able to adjust the legs accurately.


I then went on to move the legs about so that they fit within the mesh with as little excess showing as possible.


After this I selected the pelvic hub again and added a spine. I adjusted the length so that it ran to the shoulders. This allowed me to then go on and add my arms. the arms were the trickiest part as I had to adjust the length and move each section to allow it to fit within the mesh. This took the most time.


By selecting the spine hub I was able to continue the spine upwards to create the head of the body and fit it to the mesh. I did this by shortening the length of the spine which gave the body a neck and the lengthening the second spine hub.

I then went on to skin the character by selecting the body and choosing skin under the modifier list. Within this modifier I added the all of the bones that I had set up from the list. I had to make sure to add only the CAT objects to allow the skinning to work. after completing this I was able to move the bones and the body would move with them.





1 comment:

  1. Well done, this seemed to go quite well, not the easiest of processes but you have mastered it.

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