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Chapter 25: Working with the Schematic View
                                       FIGURE 25.8
                                     Controllers can be assigned using the Schematic View window.











                                             To link a character model using the Schematic View, follow these steps:
                                                 1. Open the Futuristic man.max file from the Chap 25 directory on the DVD.
                                                    This file includes a simplified version of a futuristic man created by Viewpoint Datalabs with no
                                                    links between the various parts.
                                                 2. Select Graph Editors ➪ New Schematic View to open a Schematic View window, and name the
                                                    view Linked character. Click the Region Zoom button in the lower-right corner, and drag over
                                                    the nodes at the left end of the Schematic View.
                                                    For this model, you want the pelvis to be the parent node.
                                                 3. Click the Connect button on the toolbar (or press the C key), and drag from the handr node to
                                                    the armr node to link the two nodes. Continue linking by connecting the following nodes: handl
                                                    to arml, head to neck, pupil to eyes, bootr to legr, bootl to legl, and torso to pelvis.
                                                 4. Select the eyes, mask, patch, and hair nodes, and drag them all to the head node.
                                                 5. Finally, grab the armr, arml, neck, and katana nodes, and drag them to the torso node and the
                                                    legr and legl nodes to the pelvis node.
                                                    This completes the hierarchy.
                                     Note
                                     Typically, when rigging characters, you want the pelvis to be the parent object because it is the center of most of
                                     the character movement. n
                                             Figure 25.9 shows the final geometry object nodes of the linked character. If you move the pelvis part in the
                                             viewports, all the parts move together.








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