Building the Leg Bones
Creating and Editing Character Bones
Building the Arms
Building the Spine
In
this lesson, you'll use the Bones system along with the Spline IK
feature to create the character's spine. Spline IK uses a spline
shape to constrain a hierarchy along its length. This technique
can be very useful for creating assemblies such as tails, snakes,
or even hair.
If you are not familiar with the concept of
IK solvers, see the lesson
Setting Up IK Solvers
in
the
Introduction to Character Rigging
tutorial.
Prepare
the scene:
- Open
the scene you saved from the previous lesson, or open tut_char_bone_file02.max.
Creating
the spine will be easier if you first hide the leg bones. This will
prevent the new spine bones from automatically appending to any
existing bones.
- Select
the leg bones. Right-click to display the quad menu, and choose
Hide Selection.
-
If necessary,
click Min/Max Toggle to display four viewports.
It will
be easier to create the spine bones if you hide the grid and work
in a shaded mode.
- With
the Left viewport active, press the G key
to turn off the grid.
- Change
the Left viewport display to Smooth & Highlights.
Create
spine bones using spline IK:
Next you will create the spine bones, and you
will apply a spline IK solver while you create the bones. Creating
the spline IK solver at the same time you create the bones is easier
than creating the bones alone, then applying the spline IK solver
later.
- In
the Create panel > Systems object type, click Bones to enter Bone
creation mode.
- On
the IK Chain Assignment rollout, choose SplineIK Solver from the
IK Solver drop-down list.
- Turn
on Assign to Children.
NoteThe
Assign To Children option assigns the specified IK solver to all
newly created bones. Its accompanying option, Assign To Root, is
active by default, and acts to assign the IK system to the root
node of the selected hierarchy.
- In
the Bone Parameters rollout > Bone Object group, set Width and
Height to 5.0.
Since you
are creating several bones in a relatively confined space, a smaller
bone size will help to make each bone more visible.
- In
the Left viewport, create five or six bones starting at the hips and
curving upward to the base of the neck, then right-click to end
Bone creation mode.
The Spline
IK Solver dialog appears with several options for spline creation.
The controlling spline can either be a Bezier curve, a NURBS Point
curve, or a NURBS CV curve. Depending on the particular application,
each curve has its advantages. In this case, you'll use the default
Bezier curve type.
- In
the IK Name text field, change the name to IK_Spline_Goal.
- Set
Number Of Spline Knots to 5.
NoteThe
number of spline knots doesn't have to coincide with the number
of bones, although that is the default behavior. In this case, five
knots are needed to provide sufficient spline control.
- Make
sure that the Create Helpers option is enabled, and click OK.
The newly
created bones are now constrained to the Spline IK shape. Five helper
objects associated with the spline’s control knots have also been
created. These helpers are used to control the spline shape and, hence,
the spine hierarchy when the character is rigged.
Next, you'll
rename the newly created spine bones to match the previously established
naming convention.
Rename
the new objects:
- Select
the spline on the spine, and rename it SplineIKSpline.
- Select
all bones in the spine, but do not select the Spline IK shape, or
any of the helper objects.
- Choose
Tools menu > Rename Objects.
- In
the Rename Objects dialog, turn on Base Name, and type BONE_Spine in
the text field.
- Turn
on Numbered, and set Base Number and Step to 1.
- Make
sure all the other options are turned off, and click Rename.
Now, you'll
do the same for the spine helper objects. You'll use the same settings
that were used for the spine bones, but change the base name.
- Select
all of the helper objects.
- In
the Rename Objects dialog, change the Base Name to HELPER_Spine.
- Make
sure that all other options are configured as before, and click
Rename.
- Close
the Rename Objects dialog.
Change
the coloring and add fins:
Next, you'll use Bone Tools to change the colors
of the spine bones.
- Select
all the bones in the spine.
- Choose
Animation menu > Bone Tools.
- In
the Bone Tools dialog > Bone Coloring group, apply a color gradient
of your choosing to the selected bones.
- In
the Fin Adjustment Tools rollout > Fins group, turn on Side Fins,
Front Fin, and Back Fin, and set their Size values to 7.0, 3.0,
and 7.0, respectively.
- Select
the last bone (at the neck) and turn off all fins.
Feel free
to adjust each bone’s fin size and taper to your liking. Also, you
can adjust each bone’s position relative to one another along the spline
by clicking the Bone Edit Mode button and moving any spine bone.
You can
also unhide the leg bones if you want to check their relationship
to the spine.
- Save
your work as my_char_bone_spine.max.
You can
also open tut_char_bone_file03.max to
examine the result of this lesson.