Rigging a Head in 3ds Max

You are learning here about the bone rigging a face in 3ds max.

The whole project is presenting here in a series for the ease of learner. In first part we have created the bone joints for the facial purpose but there were not any joint connection there.

Therefore we create joint components for all the joints and assign them among the joints one by one. This condition is applied on the series of bones. Using basic tool you can transform, rotate and scale the joints according the face shape. All of this process is done under the hierarchy condition. All the child bones depend upon parent bone joints and the movement of one bone is caused of other.

When we use them for animation, the bones joints transform their shape according to the condition of animation. The bone is connected with one another in such skill that forms the whole modeling of human body. The bones are meshed with skin and the animation can be seen in skin along with bones.

Using bone tool, you will be enable to create the complex modeling of the face with multiple joints combination. The adjustment in bone may take much time so don’t worry and keep on it setting because the more setting in the skeleton will make your modeling perfect. You can watch the same result in the given video.

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