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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:
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Using
the Select and Link Tool, Select Right
Shin and link it to Right Thigh
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Now
link Right Thigh to the
Pelvis
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Do
the same for the Left Leg.
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Now
link the Chest to the Pelvis
and then link the Head to the Chest
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Now
link the Left Forearm
to the Left Bicep
and then link the Left Bicep
to the Chest.
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Do
the same for the Right arm.
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Now
all our objects are linked, you can view the Hierarchy we've created in The
Schematic View:
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Menu
Bar>Schematic View>Open Schematic View
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Now
we need to setup Locks and Inherit.
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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.
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Inherit,
on the other hand, plays a very important role in the movement of our
character:
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Select
Right Shin
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In
the Inherit Rollout, un-check the X
axis
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This
means that when we raise the Thigh, the
Shin hangs beneath it.
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Do
the same for the Left Shin
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Now
select the Right Thigh
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In
the Inherit Rollout un-check the Y axis.
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This
is to make sure that when we animate the hips lifting from side to side, the
legs stay vertical.
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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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