Apr 07, 2011 — 9 comments
In this Chapter 10 of the rigging in 3ds max series we will learn how to create foot controls in a character rig. Before starting this chapter we will strongly recommend to go through the reaction manager in 3ds Max which you can found in our basic section. Hope you will enjoy this.
welcome to the 9th chapter of Rigging in Autodesk 3Ds Max. In this tutorial we will learn how to create arm controllers with IK chain. Last chapter we created left hand of the character, here we will create the right hand
In this 8th chapter we will learn how to create FK controllers in the left arm of the character. Here we cover only about the FK controls whereas in the later chapters we will discuss about how to create IK arm controls. Hope you guys will like it.
In this Chapter of rigging in 3ds max We will learn how to create the Hip bone of a character and how to connect it with leg bones as well as how to set a IK solver in leg.
In the third chapter we will learn how to create the leg bones and how to mirror a joint chain. Selecting the joint position of the legs are important and While mirroring there are certain things that we have to maintain, here we will learn about them.
In this chapter we will move forward to create the hand bones of the character, and also learn how to connect them with the spine bones we created in the first chapter.We will also learn about various option from bone tools, like connect bones etc.Hope this part of the tutorial will clear your understanding regarding the joining of the bone chains
In the second chapter of Ear modeling in Autodesk Maya we will continue from helix creation and cover the basic area structure of the human ear like creating the fossa trangularis and scafa area. Hope you enjoy the session.
Human ear always seems to be one of the most critical for modeling. This series of tutorial will cover the basic anatomy of the human ear and how we can create that in simple way. Hope you will enjoy this
Welcome to 11th chapter of rigging in Autodesk 3Ds Max. In this chapter we will specifically concentrate on how to create an IK-FK switch in 3ds Max. This chapter is divided in to two parts and very essential for character rigging
Welcome to the 7th chapter of the rigging series. In this Chapter of Rigging in Autodesk 3Ds Max we will discuss about the torso controller of the character. This chapter is very important as we will cover how to create controller of a FK chain. Hope you will enjoy this
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