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3 With the Perspective viewport active, change Field-Of-View to Zoom Region, and then zoom in on the area around the biped’s pel ...
3 Select the biped’s right hand, and move it forward so it is in front of the body. 882 | Chapter 5 Character-Animation Tutorial ...
4 Drag the time slider to frame 7, then rotate the hand so the palm is facing up: about 100 degrees in the local X axis. 5 Drag ...
7 Rotate the first links up slightly: about 5 degrees in the local Z axis. TIP Before you do these rotations, you might want to ...
8 Drag the time slider to frame 12. Press Page Down to select the second link of the four fingers, then rotate the joints up a l ...
NOTEThe finger links in a hand with Knuckles have three degrees of freedom: they are much more flexible than in a human hand. Be ...
10 Drag the time slider to frame 16. Press Page Down to select the fourth and last link of the four fingers, then rotate the joi ...
Reverse the finger curling: 1 Make sure Auto Key is still on, and that the Reference Coordinate System is Local. 2 Animate the f ...
Repeat the gesture: 1 On the track bar, drag a box to select the finger keys from frames 7 to 24. 2 Shift+drag the selected keys ...
Change the gesture to a pointing finger: 1 Drag the time slider to frame 70. 2 Select the hand, and rotate it so it’s vertical: ...
4 Also at frame 70, one at a time rotate the second, third, and fourth links of the index finger so the finger points to the lef ...
TIPCtrl+click to select the second link of all three fingers (fingers 3 to 5), and then use Page Up or Page Down as you rotate, ...
Save your work: ■ Save your work as biped_beckoning.max. To see a completed version of this animation, you can open the scene \k ...
When posing the biped, Figure mode must be turned on. This mode tells 3ds Max that you are posing the biped rather than animatin ...
2 Inspect the model to see the number of fingers and toes. This model has three fingers and a thumb, and the fingers are short. ...
4 On the Display panel > Display Properties rollout, turn off Show Frozen in Gray. This lets the model retain a little of its ...
3 Near the bottom of the Create Biped rollout, change Toes to 1 and Toe Links to 1. When you inspected the model earlier, you fo ...
5 Check in all viewports and move the COM as necessary to put it inside the character’s hips. 898 | Chapter 5 Character-Animatio ...
COM placed correctly in Left view. Pose the legs: 1 Select both the upper and lower parts of both legs. 2 In the Front viewport, ...
3 Select both thighs. Rotate the thighs to make the biped's legs parallel to the mesh legs. 900 | Chapter 5 Character-Animation ...
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