As promised in the previous Freebie Fridays! post, here is a youtube series detailing how to, as evidenced by its title, skin a character in 3ds Max:
This information is useful under the following conditions:
- You’re using a low poly mesh with a custom rig.
- Your character is made using edge loops (nearly) exclusively.
- You’re rigging a non-humanoid character.
The info contained within is less useful if:
- Your mesh is high-poly
- Your mesh does not use edge loops exclusively
- You are rigging a humanoid character
If you are rigging a humanoid, there’s a much, much easier way to rig.
Here are some things I learned (or was reminded of):
Make sure the mesh’s pivot point is centered prior to applying the skin modifier (so as to facilitate weight mirroring later)
- Apply a Symmetry modifier prior to weight mirroring
- You can disable envelop displays.
- The default setting for bone AOE is an asinine 20 bones!!!
- Use the lasso selection tool for your health!
- You can loop weight verts just like mesh verts (for your health)!
- There’s a solution for max not orbiting weight verts.
- There’s a “Quick Weighing Script” that allows you to bypass the Weight Tool window.
- There’s a thing called Skin Wrap that allows you to transpose weight data from one mesh to another.
- There’s a thing called Skin Utilities that allows you to transpose weight data from one max file to another.
Again, this is primarily useful for low-poly, non-humanoid characters. While my T. Rex is non-humanoid, he is not low-poly. Therefor only some of the information in these series of tutorials was useful for me. For high-poly characters, (especially those whose mesh creation was automated through a process such as zRemesher), you’ll need to augment your skill set with Paint Weights. Check here next Tuesday for my recommendation regarding Paint Weights Tutorials!
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