3ds Max Biped Rigging Part 3

Learn here about how to rig the character with biped. We have described some details about biped rigging of character in our previous tutorials. And now before assigning skin modifier, we generate biped for characters.

Before starting biped rigging for motion, make sure that character is in the center of the mesh. The structure menu offers us to take bones for rigging of body, and then adjust it in framework of character. The character setting that you want for your character can be managed here on this stage. Generally the bones for such parts which are not moveable or less moving are chosen only one bone.

Huge Collection of Bones

It is done because the huge collection of bones in rigging creates bad impression and makes your model rough. So always choose fine combination of bones in rigging, similarly when we move the character the fingers and thumbs don’t move so we choose single bones for each finger. In this part we are working for arm modeling. There are three joints in arm modeling, wrist, elbow and shoulder joints, we have already adjusted the wrist rigging and now its turn for elbow. The elbow is moveable part of character therefore we should take great care when we are creating rigging for elbow. The elbow joints are flexible therefore it makes its joints with such technique that it looks realistic.

You can test the joint moving by selecting it with rotate tools and the result is in front of you. When the part is moving, it deforms its look. So such technique is used for every kind of rigging in 3D studio max. The 10min video tutorials is describing same concept visually so watch this video.