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Understanding
                                     Rigging and Working
                                     with Bones                                                              CHAPTER







                                             hat does a graveyard have in common with animated characters? The
                                             answer is bones. Bones are used as an underlying structure attached   IN THIS CHAPTER
                                     Wto a character that is to be animated. By using a bones structure, you
                                     can produce complex character motions by simply animating the bones and not   Creating a rigging workflow
                                     having to move all the vertices associated with a high-resolution character.
                                                                                                    Building a bones system
                                     Although Max includes a prebuilt skeleton with its Biped and CAT systems, at   Setting bone parameters and
                                     times you may want to build a custom bones system because not all characters
                                     stand on two feet. Have you ever seen a sci-fi movie in which the alien was less   IK Solvers
                                     than humanlike? If your character can’t be created by modifying a biped, then   Making linked objects into a
                                     you need to use the traditional manual methods of rigging.       bones system
                                     This chapter focuses on the process of manually rigging a character, which,
                                     depending on the complexity of your character, could end up being even easier
                                     than working with bipeds. It also gives you a clear idea of concepts of rigging.


                                     Creating a Rigging Workflow

                                     A rigged character starts with a linked hierarchy. A linked hierarchy attaches, or
                                     links, one object to another and makes it possible to transform the attached
                                     object by moving the one to which it is linked. The arm is a classic example of a
                                     linked hierarchy: When the shoulder rotates, so do the elbow, wrist, and fingers.
                                     Establishing linked hierarchies can make moving, positioning, and animating
                                     many objects easy.
                                     A bones system is a unique case of a linked hierarchy that has a specific struc-
                                     ture. You can create a structure of bones from an existing hierarchy, or you can
                                     create a bones system and attach objects to it. A key advantage of a bones system
                                     is that you can use IK (inverse kinematics) Solvers to manipulate and animate the
                                     structure. These IK Solvers enable the parents to rotate when the children are
                                     moved. In this way, the IK Solver maintains the chain integrity. Another advan-
                                     tage of a bones structure is that you can constrain the motion of bones so the
                                     motion is forced to be realistic, just like a real character.


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