Building the Arms
Creating and Editing Character Bones
Skinning
Building the Neck, Head, and Hair Bones
In this lesson, you'll finish the bone structure
by creating the neck, head, and hair bones.
Prepare
the scene:
- Open
the scene you saved from the previous lesson, or open tut_char_bone_file04.max.
- Select
all the bones, helpers, and IK chains, and hide them.
-
If necessary,
click Min/Max Toggle to display four viewports.
Create
the final bones:
- On
the Create panel > Systems object type, click Bones to enter creation
mode.
- In
the Bone Parameters rollout > Bone Object group, make sure the
Width and Height values are set to 5.0.
- Make
sure that the Assign To Children check box is off.
- In
a side viewport, create two smaller neck bones, then one bone for
the entire head, and then five more bones for the hair.
- Right-click
twice to end bone creation mode.
- Use
the Bone Tools dialog to create a color gradient for the bones and
add fins as desired.
- Rename
the bones to the following:
Look
at the bone structure:
At this point, all of the basic bone structure
for the rig is done. You can now unhide all objects to show all
the bones you created.
- Right-click
any viewport to display the quad menu, and choose Unhide All.
- Save
your work as my_char_bone_complete.max.
You can
also open tut_char_bone_complete.max to
examine the result of this lesson.
Summary
In this tutorial, you learned to create a bone
structure for a fully articulated character.
If you have never rigged a character before,
you can do the rigging lessons in the
Introduction to Character Rigging
tutorial
before rigging this character.
To learn to skin this character, see the lesson
Applying Skin to the Alien
.