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1. Create the leg rig
step 1
Open 3ds Max . Open the file you saved in the last part of this tutorial.
Open 3ds Max
step 2
Go to Create > Systems and click on the bone .
Create > System
step 3
For the leg in the side viewport, as shown in the image below.
draw bones
step 4
With the parietal bone selected, go to Animation > IK Solver > HI Solver .
Animation > IK Solver > HI Solver
step 5
Click on the last bone to create the IK chain, as shown in the image below.
IK链
step 6
With the entire rig and IK chain selected, drag them inside the left leg.
IK链
2. Create attachment constraints for the feet
step 1
With the first nut and the bolt selected, go to Animation > Constraints > Attachment Constraint and click on the robot's left foot.
Animation > Constraints > Attachment Constraints
step 2
Click Set Position and try to set the position of the nuts and bolts by dragging the mouse over the left foot. Once you have the correct position, turn off the Align to Surface option.
snap to surface
step 3
A dialog will appear to confirm the animation. Just click Yes .
animation confirmation
step 4
With the second nut and bolt selected, go to Animation > Constraints > Attachment Constraint and click on the robot's left foot.
Animation > Constraints > Attachment Constraints
step 5
Click Set Position and try to set the position of the nuts and bolts by dragging the mouse over the left foot. Once you have the correct position, turn off the Align to Surface option.
Set Position
step 6
A dialog will appear to confirm the animation. Just click Yes .
animation confirmation
step 7
With the third nut and the bolt selected, go to Animation > Constraints > Attachment Constraint and click on the robot's left foot.
Animation > Constraints > Attachment Constraints
step 8
Click Set Position and try to set the position of the nuts and bolts by dragging the mouse over the left foot. Once you have the correct position, turn off the Align to Surface option.
Align to Surface option
step 9
A dialog will appear to confirm the animation. Just click Yes .
animation confirmation
3. Create an attachment constraint for the hand
step 1
With the first nut and bolt selected, go to Animation > Constraints > Attachment Constraint and click on the left side of the robot.
Animation > Constraints > Attachment Constraints
step 2
Click on Set Position and try to set the position of the nuts and bolts by dragging the mouse on the left hand. Once you have the correct position, turn off the Align to Surface option.
snap to surface
step 3
A dialog will appear to confirm the animation. Just click Yes .
animation confirmation
step 4
Following the same way, also create connection constraints for the rest of the nuts and bolts.
Create connection constraints for the rest of the nuts and bolts
step 4
Later on, create the rig for the right leg and create the attachment right hand and the nuts and bolts constraints.
Create a rig for the right leg
4. Apply Skin Modifier
step 1
With the left leg selected, go to the Modifiers list and choose the Skin modifier .
list of modifiers
step 2
Inside the Skin Modifiers tab, click the Add button. It opens the Select Bone window. Select all three bones, and click Select.
Select the skeleton window
step 3
Now you can see three bones in the list.
three bones in the list
step 4
Repeat the same process for the right leg.
repeat the same process
5. Create a connection constraint for the ankle
step 1
With the ankle mesh selected, go to Animation > Constraints > Attachment Constraints and then click on the robot's hand.
Animation > Constraints > Attachment Constraints
step 2
Click on Set Position and try to set the position of the nuts and bolts by dragging the mouse on the left hand. Once you have the correct position, turn off the Align to Surface option.
snap to surface
step 3
Follow the same process for the ankle mesh on the right side also.
follow the same process
5. Create the dummy
step 1
Go to Create > Assistants > Dummy and create two dummies for the feet, as shown in the image below.
Create > Assistant > Virtual
step 2
Using two IK chains selected, link them with their respective dummies as shown in the image below.
link dummies
step 3
Create three more dummies for the head and shoulders, as shown in the image below.
Create three more dummies
step 4
Select the dummy for both shoulders and link them to the head dummy as shown in the image below.
link shoulder dummy
step 5
Linked head robot to head dummy.
Attach the robot's head to the head dummy
step 6
Rigging is done now. You can check the rigging by moving the feet and head dummy. Bots can now animate.
rigging complete
in conclusion
Creating rigs and constraints is an important part of animation because it makes the animation process easy. In the next part of this tutorial, I'll show you how to animate the robot.
Original link: How to create a giant robot that can be used in real-life scenes in 3ds max: Part 3 (mvrlink.com)