Friday, 4 February 2011

Character Studio - Biped Session

In todays tutorial we looked at applying a biped to an existing model. A biped is an default animation tool within 3Ds max.

I firstly made a human-like looking model, and positioned it into the typical Da-Vinchi pose with its arms and legs spread out. This makes it easier to edit the biped's envelopes. Envelopes are used to tell what part of the model is connected to what part of the biped. In order to do this i first had to apply a physique modifier to the model, once this was done i then attached a node (which is the biped) to the model...these are now attached together.



The above screen shot shows the biped joined to the model. The biped has also been moved about in order to fit into the limbs of the model. Following this i then began to edit the envelopes for the bones of the biped.

I was unable to do this successfully as i could not get about 3 or 4 of the verticies around the hand/arm area. So when it came to animating (see video) the character ended up walking away, but leaving these 3 or 4 verticies where they were. This led to the model stretching out over the timeframe.



As you can see the hands are not ideal. Everything else seems to be looking good though, this was very frustrating. Looking at the animation below you can see what is actually happening to the model. On the other hand i am pleased with how the actual movement of the model is like. The arms seem to be flowing nicely, along with the shoulders and legs.



On a positive note, this time next week i should have my character(s) made up and then i can start on my project =)

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