Animating a Quadruped
Animating a Multi-legged Character
Working with Motion-Capture Data
Adding Extra Limbs
In this lesson, you'll add bones as appendages
to a biped, creating a pair of wings, and learn how to animate them.
Note that the extra limbs become 3ds Max objects,
and must be animated with rotations. They do not respond to Biped
Figure mode or inverse kinematics.
Set
up the lesson:
- Reset 3ds Max.
- Open cs4_tut_quad_WallyStart.max from \tutorials\character_animation\quadruped.
This file shows Wally in See-Through mode. He
has wings, but no means of moving them. You'll remedy that in the
next few procedures.
Add
the wing bones:
-
In the
Left viewport, use Region Zoom to focus on the area around the wings.
-
Open
the Create panel, and click the Systems button.
-
On the
Object Type rollout, turn on Bones. In the Bone Parameters rollout
> Bone Objects group, set the Width and Height values to 3.0.
In this
case, the Width and Height defaults of 10.0 would produce clumsy-looking
bones.
- On
the IK Chain Assignment rollout, make sure Assign To Children is
turned off before making bones. Off is the default.
- Add
a set of four bones along the leading edge of the wing. See the
following illustration. Create the three long bones, so the last
bone is at the tip of the wing, then right-click to finish. The
fourth bone will appear as a little knob at the end.
-
Turn
on Rotate. In the Front viewport, select Bone01 and rotate
it about –35 degrees around the Z-axis.
-
Working between
the Front and Left viewports, use Move, Rotate, and Scale to adjust
the bones so they match the following illustrations.
- Save
the scene as MyWally01.max.
Mirror
the bones:
Now that one wing is created, you'll mirror
the wing and set the proper IK solution.
- In
the Front viewport, drag a selection window around the wing bones
you just created.
-
On the
main toolbar, click the Mirror Selected Objects button to display
the Mirror dialog.
- In
the Mirror dialog, in the Clone Selection group, choose Copy. In
the Mirror Axis group, set Offset to –35.5 on the
X axis. Click OK.
This creates four matching bones on the other
side, named Bone05 through Bone08.
- Select Bone01.
This is the base bone on the right wing.
- From
the Animation menu, choose IK Solvers > HI Solver, and click
the end bone, Bone04.
- Select
the base bone on the left wing.
- Apply
the HI Solver to this bone and click the end bone on the left wing.
NoteIt's a good idea to test the bend by moving
the end effectors. It might be necessary to adjust the Swivel Angle
from the Motion panel in the IK Solver Properties rollout.
- Save
the scene as MyWally02.max.
Add
dummies to control the wings:
You'll now add two dummy objects to act as control
handles for the wings.
-
Open
the Create panel, and click the Helpers button.
- Click
Dummy. In the Top viewport, drag to create a small dummy object
near the tip of the right wing.
-
In the
Front viewport, move the dummy object up to the wing tip.
- Hold
down the Shift key and
move a copy of the dummy over to the tip of the left wing.
The dummies
will be used as control handles instead of the end effectors.
-
Select
both dummy objects and the base bones of the left and right wing.
On the main toolbar, turn on Select And Link, and then drag a link
to Wally Biped Spine2.
If you
move the biped, the wing bones and dummies will move along with
the rest of the model.
NoteAfter
linking, you may notice the bones rotate out of alignment with the
mesh. This is fixed by adjusting the Swivel Angle.
-
Select IK
Chain01 and link it to Dummy01. Repeat
this step by selecting IK Chain02 and linking it to Dummy02.
-
Select IK Chain01 and
open the Motion panel.
- In
the IK Solver Properties rollout, enter –51 in the Swivel
Angle field.
- Select IK
Chain02 and set its Swivel Angle to 296.
- Save
the scene as MyWally03.max.
Animate
the wings:
-
Move
the time slider to frame 5, and turn on Auto Key.
-
From
the Front viewport, select Dummy01. Move it down and to the
right a little.
- Move
the time slider to frame 10, and move Dummy01 down
and a little to the left.
- On
the time bar, select the key at frame 5. Hold down the Shift key and drag a copy to frame
15. Repeat this step with the key at frame 0, and drag it to frame
20.
- Repeat
the previous steps with Dummy02.
When you're
done, you've animated Wally flapping his wings.
- To
see a finished product, open cs4_tut_quad_WallyFinal.max,
or view wallyshow320.avi.
It shows a version of Wally that flaps his wings and lifts off.
After building the character model, a biped
was added and adjusted to fit properly. Next, extra bones to control
the wings were added. The Physique modifier was applied to Wally,
and envelopes were adjusted to enclose the mesh. Finally, the character
was animated.