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Part IX: Working with Characters
                                             size and position inside the skin mesh. The bones do not need to be completely within the skin mesh, but
                                             the closer they are to the skin mesh, the more accurate the movements of the character are.
                                             After the rig is sized and matched to the skin mesh, use the Skin modifier to attach the skin mesh to the rig.
                                             This automatically sets all the envelopes that govern which skin parts move with which bones. You can also
                                             use the Skin modifier settings to deform the skin at certain bone angles, such as bulging a muscle when the
                                             arm is raised.
                                      Note   With a skeletal rig created, position the rig within the skin mesh and match the bone links to the relative
                                      The original Character Studio package used the Physique modifier to bind the mesh skin to the biped. Although
                                      this modifier still exists and can be used, the Skin modifier includes many new features and is the preferred
                                      method for binding a mesh skin to the biped. n
                                             The next step is to animate the rig using its animation tools, which can include walk, run, and jump cycles
                                             using keys. Along the way, you can save, load, and reuse animation sequences, including motion capture
                                             files. Animated sequences can be combined and mixed together to form a smooth-flowing animation using
                                             the Motion Mixer.
                                             Creating a CAT Rig
                                             Creating a hierarchical skeleton that is used to control the animation of the mesh skin that is draped over it
                                             is quite easy using CAT. The skeleton can be set to be invisible in the final render and exists only to make
                                             the process of animating easier. Although Max includes a robust set of tools that can be used to create a skele-
                                             ton of bones, CAT features automate this entire process and even include a number of prebuilt skeletons.

                                      Cross-Ref
                                      For some characters, modifying a prebuilt skeleton is more work than building a custom skeleton. For these occa-
                                      sions, you can manually create a skeleton structure. Building a rig system by hand is covered in Chapter 37,
                                      “Understanding Rigging and Working with Bones.” n

                                             Using prebuilt CAT rigs
                                             To add a prebuilt CAT rig to the scene, simply open the Create panel and select the Helpers category. When
                                             you choose the CAT Objects subcategory, you have three options: CAT Parent, CAT Muscle, and Muscle
                                             Strand. Click the CAT Parent button and drag in the viewport to place the CAT Parent object. This parent is
                                             simply an icon used to control the global position of the rig and is not rendered.

                                      Tip
                                      It is best to place the CAT Parent object at the origin of the scene. n
                                             While the CAT Parent object is selected, you can choose a preset rig from the list in the CAT Rig Load Save
                                             rollout in the Modify panel or you can select a preset before creating a CAT parent to make the specified
                                             preset. The size of the rig is determined by how far you drag in the viewport, or you can set the size using
                                             the CATUnits Ratio value in the Command Panel. These custom rigs include a variety of human-shaped and
                                             animal-shaped rigs, such as the Alien rig shown in Figure 39.1.





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