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3ds Max is a powerful 3D application with great rigging tools. This course covers the complete workflow for rigging characters for realistic motion and animation. Super Simple Rig is a custom rig for 3ds Max I have been developing since A Super Simple Rig is quick to set up, is easy to use, and is fast to animate. Enjoy! Downloads: Template Mesh: #F!AywFzaqR!EiIArwWURQlBUxd3sBMiNQ.


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Published: 5 May 2015
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Uploader: Isidro Weimann


My name is Stewart Jones, a writer, producer, and director working in film, TV, and game industries.

RigsArena - Free Rigs for 3ds Max

I'll be your instructor for this introductory course into the world of rigging in 3ds Max. Throughout this course 3ds max rigging be focused 3ds max rigging the creation of a production-ready animation rig for a robotic character named Scooter. This is a foundation level course, which means that no prior rigging experience is needed, but at least the basics of 3ds Max should be understood.

Modules are organized so that you can work from one module to the next while increasing knowledge and building on the skills, tools, and techniques covered previously.

3ds Max Rigging Fundamentals

It also means 3ds max rigging each module in each video can be referenced separately at a later point. This course covers basics such as bones and skeletons, hierarchies and constraints, controllers and kinematics, and skinning.


More advanced topics are also included, such as custom attributes, wiring parameters, and the reaction manager. By the end of this course, you will have completed your very own custom-built rig, which is ready for animation and you will have gained the skills needed to create your own custom rigs for other characters.

I hope you will join me as we jump into the world of rigging with 3ds Max Rigging Fundamentals course here at Pluralsight.

Root and Spine Rig The root and spine of Scooter form the central section of this character root, and we're going to be looking throughout these videos at how to build that root, how to build that spine system, and make sure that our center of gravity is exactly where we need it to be.

And the center of gravity is pretty important. For a biped or a two legged character like Scooter is, and like ourselves, usually our 3ds max rigging of gravity is down somewhere around the hips and the pelvis area.

Character Rigging in 3ds Max | Tutorial Series | AREA by Autodesk | AREA by Autodesk

Kind of think about that as how all of that motion comes from a single point and that single point is the center of gravity, and for us, like I said, it's around the pelvis and that area.

Now, of course, if you're hanging, say that you're hanging from a branch in a tree, your center of gravity is actually moved. It might be 3ds max rigging up to your 3ds max rigging and your legs might dangle from that point if you think about kind of where that motion stems from, but generally, when we're walking and running and jumping and things like that, we're generally, our center of gravity is around that pelvis area, and that is where we'll be putting the center of gravity for Scooter.

Now, of course, the root point is the most important part of the hierarchy. That is the most upper level, so we have to spend some time making sure that's in place, and then the spine rig needs to be solid, because everything else, both the upper and lower extremities of this character are going to be kind of pasted back into that, and that is going to hold everything together.

So let's get to it. Arms, Hands, and Fingers Scooter's arm, hands, and fingers from the upper section of our rig and these are super long. In comparison to the rest of the body, his arms are by far the biggest component and the thing is, we can keep this very, very simple by using just four kinematics in the arms and using four kinematics in the hands and fingers as well.

Which is the best/most efficient method of rigging in 3DS Max to use in Unity?

However, while we'll be using bones and controllers within the arms themselves, for the fingers we're going to use geometry as controls and we can work that out by doing a hierarchy system kind of like we've done already and just using that as the core function for the controls. Now it's a little bit different and a little bit unorthodox but 3ds max rigging going to work really nicely for this character as we go ahead.

So it's one of those that I wanted to introduce to you and just see the power of using a good hierarchy system where we can actually make that the 3ds max rigging controllers so we don't have to add anything in there and really convolute and make this rig a little bit more complex than what it already has to be.

Legs and Feet The lower section of the scooter rig includes what is probably the most complex setup of the entire rig itself.

The legs use a basic inverse kinematic system, or IK system, which is different to that of the FK, or forward kinematic systems that we've been using for the rest of the right. We will then add what is called a reverse foot setup. This will allow the feet 3ds max rigging lock and stay locked in place.

This is one area I like using CAT's animation layers.

3ds Max Rigging Fundamentals - Rigging Animation Course | Pluralsight

I mean, did you face any issues working with them? Or is it just a matter of personal preference?


I like morphs, but 3ds max rigging you have more than one character it's best to create a bone rig. Then the rig can be used for all the characters.

I have only prototyped this in concept very limited so I haven't set up a personal best practice.