3ds Max Biped Rigging Part 2

Welcome to the next part of biped rigging 3ds max tutorials. Here we are at next stage of biped rigging, we have nearly created joints for character modeling and studying about its different features in this part.

We are creating rigging for robot and robot is just like a human and animals character therefore it will not deform in its shape while moving around. The skin modifier is applied all other parts except flexible parts. If you want to create realistic and reliable modeling of robot, then use specific worthy joints in its structure because they make you ease in animation purpose. We have generated simple modeling of robot but it is looking like a realistic robot. At this stage we have biped in mesh although incorrectly take a quick review of your mesh modeling.

The Joint Setup for Ankle

thigh and hip is correctly adjusted. Similarly take a look on arm area where you can see that arm structure is meshed with wrist rigging and armpit joints. There is much flexibility in these joints which is the best for us in animation. Again right click on the character and convert it into freeze mode. Some biped has only one mesh whereas others have multiple meshes setting like head, arm and leg rigging set up.

Select the rigging setup of all the body parts and combined them which are necessary for our model moving. All of this is done in this part while the rest of procedure will be done in third part, so stay here and learn more about biped rigging of robot in 3d studio max.