3dsmax animation Fourth, the physical model.

① establish a good set of human bones found in the Biped System (System).

 

 

 

② The Biped into the origin of the world coordinate system, namely zero. This is the norm, it must do.

 

 

If you choose not biped01 but anything else, then re-create a biped. Then do not select one of the sub-portions. The following diagram, re-create the biped.

 

 

See FIG biped branched structure: shown below:

As can be seen from the figure, the object with a child-parent connections.

schematic  view (open)

 

 

If you choose not Biped01 but others, such as Bip001 R Thigh, then click the Track Selection horizontal movement inside of it, move and rotate these three buttons can immediately back up Biped01. As shown below:

 

 

 

 

 

 

 

 

This can be understood as corresponding to Biped01 center of gravity.

 

 

 

 

③ adjustment structure panel, the bone structure can be different forms.

Neck Connections: Maximum Section 25, Section 1 minimum. As FIG.

 

 

 

 

 

 

 

The number of tail section, at least section 0, up to 25 knots.

 

 

 

 

 

 

 

 

 

 

 

 

 

As shown above: If the model is not exposed to the toes, wear shoes and the like. May be as shown in the FIG., Made according to the diagram shown in FIG. The front part of the foot is part of shoes or other shoes.

 

 

How to make two feet to do the same? Shown below, there is a copy / past

 

 

④ adjust the content above all in figure mode (compact mode) mode, and now you want to save.

 

 

 

⑤ will Biped01 change the name.

 

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Origin blog.csdn.net/lbh19630726/article/details/104258082