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Skinning Characters









                                        n the taxidermy world, skinning an animal usually involves removing its   CHAPTER
                                        skin, but in the Max world, skinning a character involves adding a skin mesh   IN THIS CHAPTER
                                     Ito a group of controlling bones. Skinning a character also involves defining
                                     how the skin deforms as the bones are moved.                   Planning your character
                                     A character skin created in Max can be any type of object and is attached to a   Using the Skin modifier
                                     biped or a bones skeleton using the Skin modifier. The Skin modifier isn’t alone.   Painting skin weights
                                     Max includes other modifiers like the Skin Wrap and Skin Morph modifiers that
                                     make your skin portable. This chapter covers how the various Skin modifiers are   Using the Weight Tool
                                     attached to a skeleton and used to aid in animating your character.
                                                                                                    Working with the Skin Wrap
                                                                                                      and Skin Morph modifiers
                                     Understanding Your Character

                                     What are the main aspects of your character? Is it strong and upright, or does it
                                     hunch over and move with slow, twisted jerks? Before you begin modeling a char-
                                     acter, you need to understand the character. It is helpful to sketch the character
                                     before you begin. This step gives you a design that you can return to as needed.

                                     Tip
                                     The sketched design also can be loaded and planar mapped to a plane object
                                     to provide a guide to modeling. n
                                     You have an infinite number of reference characters available to you (just walk
                                     down a city street if you can’t think of anything new). If you don’t know where
                                     to start, then try starting with a human figure. The nice thing about modeling a
                                     human is that an example is close by (try looking in the mirror).
                                     We all know the basic structure of humans: two arms, two legs, one head, and
                                     no tail. If your character is human, then starting with a human character and
                                     changing elements as needed is the easiest way to go. As you begin to model





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