Page 58 - Kitab3DsMax
P. 58

Part I: Getting Started with 3ds Max



                           Animating the Dinosaur

                           With the test render complete and the scene looking good, we can move to the animation phase. This phase
                           involves adding a skeleton rig to the dinosaur using the Character Animation Toolkit (CAT) tools. The skel-
                           eton can be animated easily, causing the dinosaur mesh skin to follow.

                           Tutorial: Adding a preset CAT rig
                           The first step to animating a character is to add an underlying skeleton rig that matches the dinosaur’s
                           mesh. After this is done, the task of animating is quick.
                           To add a preset CAT rig to the dinosaur, follow these steps:
                               1. Click the Maximize Viewport toggle button in the lower-right corner of the interface to toggle
                                  back to four viewports. Then zoom out of the Top viewport so you can see the entire scene.
                               2. Select the dinosaur object, and choose the Edit ➪ Select Invert menu; then right-click in the view-
                                  port, and choose the Hide Selected option in the pop-up quadmenu. This hides everything but
                                  the dinosaur.
                               3. Open the Create panel, and select the Helpers category. Then select the CAT Objects subcategory.
                                  Click the CAT Parent button, select the Allosaur preset, and drag in the Top viewport until the
                                  CAT rig is aligned with the feet and as high as the dinosaur’s back in the Left viewport.
                               4. With the Move tool in the main toolbar, select the left rig foot in the Front viewport and drag it to
                                  the left to align with the skin mesh foot. Then move the upper and lower left leg bones in the Left
                                  viewport forward to match the skin mesh leg.
                    Tip
                    If you find that you’re selecting the skin mesh too much, you can right-click it and select Freeze Selection to
                    freeze it so it can’t be selected. Use the Unfreeze All option to unfreeze it when you’re finished. n
                               5. Use the Front and Left viewports to move the bones of the rig arm to match the arms of the skin
                                  mesh for only the left arm.
                               6. Open the Modify panel, and select the left upper leg bone, and then click the Copy Bone Settings
                                  button in the Ankle Setup rollout. Then select the right ankle bone, and choose the Mirror Bone
                                  Settings buttons. This makes the bone changes on the left leg applied to the right. Then repeat
                                  this step for the arms.
                               7. Select and drag the head bone forward in the Left viewport to align with the skin mesh’s head.
                                  Select one of the tail bones, and set the Num Links in the Tail Setup rollout to 5; then move and
                                  orient the bones to match the skin mesh.
                               8. When the rig is aligned to the skin mesh, select the skin mesh and choose the
                                  Modifiers ➪ Animation ➪ Skin menu command to apply the Skin mesh to the dinosaur. Click the
                                  Add button in the Parameters rollout, and select all the objects in the Select Bones dialog box
                                  except for the Allosaur helper object and the two leg platform helper objects, and then click the
                                  Select button. Figure QS.6 shows the dinosaur with the CAT rig aligned to the skin mesh.










                    10





                                                                                                         6/30/10   3:30 PM
           05_617779-prechap01.indd   10                                                                 6/30/10   3:30 PM
           05_617779-prechap01.indd   10
   53   54   55   56   57   58   59   60   61   62   63