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Creating a linked Human Figure:

Page 4.

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To learn more about using Schematic View, consult the Online Reference: Help>Online Ref...

 
Download the Project File: Unlinked-figure.max (click this link!)

Open the Project.

The scene contains a collection of modified boxes, arranged to represent a human figure. I have already re-positioned the Pivot-Points and Reset their Transform Matricies. This is REALLY important, as if you don't reset the transforms, everything will go fine until right at the end of the exercise, when everything will start going horribly wrong. 

The Pivot-Points represent the joints of the figure, i.e. elbows, knees, ankles, shoulders etc. I have also given all the objects appropriate names.

Select the boxes one at a time to observe their Pivot Points and familiarise yourself with the names.

We are now going to link the boxes together into a hierarchy for animation.

In a human figure, the Root object is the Pelvis. Therefore the hierarchy needs to start from the Pelvis. However, as you know, when we are linking our objects, we work from the bottom of the hierarchy up. So:

  • Using the Select and Link Tool, Select Right Shin and link it to Right Thigh

  • Now link Right Thigh to the Pelvis

  • Do the same for the Left Leg.

  • Now link the Chest to the Pelvis and then link the Head to the Chest

  • Now link the Left Forearm to the Left Bicep and then link the Left Bicep to the Chest.

  • Do the same for the Right arm.

  • Now all our objects are linked, you can view the Hierarchy we've created in The Schematic View:

  • Menu Bar>Schematic View>Open Schematic View

  • Now we need to setup Locks and Inherit.

  • If you wanted, you could go and lock all Move axis (not rotation!) for everything but the Root object. However, I don't bother doing this, as I just make sure I only use the Rotate tool. You could also set up Rotational axis Locks, but once again, I don't bother. I just make sure I use the standard axis constraints when I'm rotating objects. At the end of the day, if you do something wrong, you just undo it.

  • Inherit, on the other hand, plays a very important role in the movement of our character:

  • Select Right Shin

  • In the Inherit Rollout, un-check the X axis

  • This means that when we raise the Thigh, the Shin hangs beneath it.

  • Do the same for the Left Shin

  • Now select the Right Thigh

  • In the Inherit Rollout un-check the Y axis.

  • This is to make sure that when we animate the hips lifting from side to side, the legs stay vertical.

  • Do the same for the Left Thigh

We are now ready to animate our Character. Now download this PDF file to learn how to create a Walk Cycle using the Character you've just created:

WalkCycle.pdf

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